Symbol of the Proselyte (340): Difference between revisions

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The following elemental based spell circles will only receive the [[#Truehand effect|Truehand effect]]
The following elemental based spell circles will only receive the [[#Truehand effect|Truehand effect]]
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Revision as of 17:55, 24 February 2016

This article is a work in progress!
Symbol of the Proselyte (340)
Mnemonic [SYMBOL]
Base Duration 3 charges
Added Duration 1 charge per (SL, Blessings skill/50)
Span Refreshable
Offensive Magic - Enhancement  
Subtype Spiritual CS / Bolt AS 
Enhancement +5 Spiritual CS/Bolt AS + Special 
Availability All 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility

Symbol of the Proselyte is a tool for clerics to convert new followers to their flock and to punish the unrepentant. By using a portion of their spirit, a cleric is able to imbue (add charges to) a holy symbol with the blessing of their patron Arkati (for the purpose of this article, the cleric who made the symbol is referred to as the "creator"). The symbol can then be worn and activated via CHANT {item} to impart a bonus to the user's next attack spell. Symbols can also be refreshed with additional charges by casting at the symbol again.

The bonus is 5 + trunc(creator's Influence (INF) bonus ÷ 2) to spiritual casting strength (CS) or bolt attack strength (AS).

If the attack is made against a target of the symbol creator's opposing alignment, an additional bonus equal to the creator's trunc(Wisdom (WIS) bonus ÷ 3) is applied (i.e., the Wisdom bonus is activated with Lorminstra symbols for attacks against the undead). Generally, the bonus applies to Liabo-aligned deity symbols with attacks against undead targets and Lornon-aligned with attacks vs living targets.

Total potential AS/CS bonus = 5 + trunc(creator's INF bonus ÷ 2) + trunc(creator's WIS bonus ÷ 3)

Also, when an attack is made, it will have a Truehand effect. The use of the symbols is available to ALL characters. Each use of CHANT will deplete 1 charge from the symbol.

Training in Spiritual Lore, Blessings can add additional charges to the 3 base charges imbued into the holy symbol.

Clerics, and paladins, may APPRAISE a symbol to determine if it is a valid holy symbol. Casting 340 at a symbol will attempt to convert it.

Creating a Symbol

Clerics are able to create unlimited holy symbols of their deity at DragonSpine Fane, which can be reached via the Ancient Passage in Zul Logoth. Look for the large and jagged crack in the Marcasite Tunnel. These symbols can then be blessed and handed out in an attempt to convert new followers to the fold. Clerics who have selected OTHER as their chosen deity can obtain symbols at the unnamed obelisk in the Chamber of the Grey.

The INF and WIS bonuses are based on the stats of the cleric who imbues the symbol with spell 340. If the cleric has enhanced INF and/or WIS stats when the spell is cast, then the enhanced stats are used to calculate the CS/AS bonus.

Each cast of the spell costs 40 mana and 2 spirit points to imbue a symbol. It is strongly recommended that the creator check their mana and spirit status via HEALTH prior to casting the spell to prevent nerve damage or spirit death.

  • A symbol will only be set to a deity that clearly matches its description. "A bloodstone impaled heart symbol" would never be set to Lorminstra, when that's clearly a symbol of Mularos. If we have to guess which deity the symbol is dedicated to, we won't convert it. Symbols dedicated to "other" are the exception.
  • Only items which can be worn can be holy symbols. No weapons, armors, or shields (even though some of those are wearable).
  • Any item can be a holy symbol regardless of its properties (scripted, etc). A good and acceptable use of this is if there is a Lorminstra cleric who has altered their Premium teleportation jewelry into a key ring. Even though the item has other uses, it is still a symbol of Lorminstra and can be converted (thus will also work with Symbol of the Proselyte).
  • When a symbol is converted, nothing changes about it other than the fact that it is now recognized as a holy symbol.
Example

A Lorminstra cleric with an 18 INF bonus and 25 WIS bonus imbues a holy symbol with spell 340. She then chants<symbol> and casts spell Smite (302) at a ghostly pooka (undead). The bonus to her casting strength would be:

(5 + trunc(INF bonus 18/2) + trunc(WIS bonus 25/3) = +22 CS

She would also receive the 50 + d50 Truehand effect to the endroll.

If she had cast Holy Bolt (306) at a Great black boar (living) she would lose the WIS bonus benefit and her bolt bonus would be:

5 + (INF bonus 18/2) = +14 AS, while still having the Truehand effect.
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Spell Circles

The following spiritual based spell circles receive the full benefits from 340.

The following hybrid spiritual spell circles receive half benefits from 340.

  • Sorcerer Base - Sorcerers are considered to be spiritualist hybrids.

The following elemental based spell circles will only receive the Truehand effect

Truehand Effect

Similar to the CMAN Truehand, a benefit of this spell is that it changes the standard attack d100 roll to a (+50 + d50) roll. This insures that the endroll outcome will be 25 points higher, on average, than the normal d100 roll.

  • d100 average outcome = 50.5 with a 1%, CS spell, fumble rate
  • +50 + d50 average outcome = 75.5 (0% fumble rate)

Although elementalists do not get the +5 CS or INF bonus to their warding attacks, they still receive the Truehand effect when using a symbol.

Example:

This example demonstrates the average difference in the endroll outcome between a d100 roll and a +50 + d50 roll.

CS: +360 - TD: +257 + CvA: +20 + d100: +50 == +173
CS: +360 - TD: +257 + CvA: +20 + 50 + d50: +25 == +198
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Lore Benefit

When the spell is successfully cast at an appropriate item, additional charges will be added at the rate of one charge per trunc(Spiritual Lore, Blessings skill bonus ÷ 50). With 50 Blessings Lore skill (10 ranks), the item will have 4 total charges (the initial 3 plus 1 bonus charge).

Spiritual Lore, Blessings ranks 0 10 24 50 100 150 200
Total charges 3 4 5 6 7 8 9

Restrictions

  • Holy symbols can only be dedicated to a single deity.
  • A holy symbol must be attuned to the cleric's deity (CONVERT command) for the spell to take effect.
  • The symbol MUST BE WORN in order to activate the bonuses with the CHANT command.
  • Once the CHANT<ITEM NOUN> command has been initiated, the player will have 30 seconds to cast a spell at their target.
  • Although there are no restrictions to how quickly the charges from a symbol can be used, once a symbol is activated via CHANT, a user becomes attuned to it for ten minutes. This prevents them from using any other holy symbol (for the same effect) for that duration.

Note: A symbol that is in use may be recharged or refreshed and will not be affected by the 10 minute timer.

Messaging

Main article
>prep 340
You raise your hand while murmuring a soft orison, focusing on the Symbol of the Proselyte spell...
Your spell is ready.
>cast
You gesture.
You rest your hand atop your banded onyx key symbol. The edges of your hand go black, and from the core of the symbol shines a golden light. The effect is not unlike light through a keyhole.
Cast Roundtime 3 Seconds.

>chant symbol
You chant a reverent orison and lightly clasp your banded onyx key symbol. A rush of divine power washes over you. Your symbol pulses once and you feel the eternal watchfulness of Lorminstra staring through your eyes.

>incant 201
You trace a sign while beseeching the spirits to empower you with the Calm spell...
Your spell is ready.
You gesture at a giant rat.
CS: +344 - TD: +3 + CvA: +25 + 50 + d50: +29 == +445
Warding failed!
A calm washes over a giant rat.
The divine power suffusing your actions wanes, leaving you bereft of Lorminstra's aid.
Cast Roundtime 3 Seconds.

Resources

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