Verb:EVOKE: Difference between revisions

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m (ECHEAUX moved page EVOKE (verb) to Verb:EVOKE: Moving to new verb name format)
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{{Verbinfo
|verb = EVOKE <!--Name of the verb. This should always be capitalized. -->
|type = System <!--Type of verb: Roleplaying, System, Special Case. Additional slots can be added with type2, type3 -->
|demeanor = <!-- Only enter YES, if no, leave blank)-->
|citizen = <!--If there is a citizen version of the verb. Additional slots can be added with citizen2, citizen3 -->
|race = <!--If there is a racial version of the verb. Additional slots can be added with race2, race3, race4 -->
|culture = <!--If there is a cultural version of the verb. Additional slots can be added with culture2, culture3 -->
|wedding = <!--If there is a wedding version of the verb. Additional slots can be added with wedding2, wedding3, wedding4 -->
|profession = <!--If there is a profession version of the verb. Additional slots can be added with profession2 - profession10 -->
|system = Magic <!--If this verb is specific to a system. Additional slots can be added with system2, system3-->
|special = <!--If this verb is due to a special case and does not work otherwise. Additional slots can be added with special2, special3 -->
}}
{{boldmono|EVOKE}} casts an alternative version of a spell from the standard {{boldmono|[[CAST (verb)|CAST]]}} verb.
{{boldmono|EVOKE}} casts an alternative version of a spell from the standard {{boldmono|[[CAST (verb)|CAST]]}} verb.



Revision as of 15:41, 17 September 2022

EVOKE
Type System
System Magic

EVOKE casts an alternative version of a spell from the standard CAST verb.

Many spells with an evoke version require advanced training in certain skills such as lores. Attempting to EVOKE a spell for which a character does not have the prerequisite training for the evoke version will result in the standard version of the spell being cast.

To automatically evoke a spell when using INCANT (which combines PREPARE and CAST into a single command): INCANT SET EVOKE {spell}.

Spells Using Evoke

With 20 ranks of Spiritual Lore, Summoning, evoking will cast a bolt version of the spell costing 9 mana.
Evoking Light (205) will cast Darkness.
Evoking uses the empowered version of the spell if the caster has stored holy magic. This will cause all damage over time (DoT) rounds of the spell to trigger.
Evoking increases the maximum number of targets but makes the spell non-player friendly unless the player is converted to the same pantheon as the caster.
With 20 ranks of Elemental Lore, Air, evoking will cast a bolt version of the spell.
With 50 ranks of Elemental Lore, Air, evoking will cast a group version of the spell.
Evoking casts a group-friendly version of the spell that will hit more targets based on Elemental Mana Control skill (# of targets = [5 + (Elemental Mana Control Skill ÷ 50)]). It can also be used with specific elements based on lore training or attunement (see spell page for full details).
Evoking casts a less damaging version of the spell for 15 mana intended to disable a target. Successful hits will apply roundtime to the target during cycles.
EVOKE at a container to attempt to grab a random item from inside.
With 20 ranks of Sorcerous Lore, Necromancy, evoking will cast a bolt version of the spell.
A self-cast version for warmages that grants +10 enhancive weapon skill bonus.
With 20 ranks of Elemental Lore, Fire, evoking converts this spell to Minor Steam (1707).
With 30 ranks of Elemental Lore, Water, evoking converts this spell to Major Acid (1710).
Evoking gives the caster 5 or more (based on Elemental Lore, Earth) self-cast charges of Tremors. STOMP to spend a charge to cause a single round of Tremors. Each STOMP costs up to 5 mana, decreasing with Elemental Mana Control.
With 50 ranks of Elemental Lore, Air, evoking will cast a group version with a two-minute duration for each member.
Evoking casts a self-cast only version.
Evoking casts a self-cast only version.
Evoking casts a self-cast only version.
EVOKE {target} to cast the bolt version.

See Also