Changes to Sorcerers in GS4

Sorcerer Changes in GS4

 

New Skills

 

All skills are open to every profession.  Below are likely skills in which a Sorcerer might train:

 

Elemental Lores

 

More information on the different lores can be found on the Magic page.

 

Fire

A character training in this skill will be more adept in the use of fire-related magic.  This can include casting more powerful fire spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Fire magic.

Earth

A character training in this skill will be more adept in the use of earth-related magic.  This can include casting more powerful earth-related spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Earth magic.

Water

A character training in this skill will be more adept in the use of water-related magic.  This can include casting more powerful water and ice spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Water magic.  When coupled with training in Air Lore, a character may also become more adept in using Storm/Electrical magic.

Air

A character training in this skill will be more adept in the use of air-related magic.  This can include casting more powerful air and wind spells, better control over spells that are normally random in elemental effect and access to spells that are not available to those ignorant of the secrets of Air magic.  When coupled with training in Water Lore, a character may also become more adept in using Storm/Electrical magic.

 

Harness Power

 

By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia.  Each training will increase the character’s maximum Mana capacity.  There will no longer be an automatic increase in mana each training.  Mana capacity will only increase with training in the Harness Power skill.

 

In numbers, every rank up to the character’s level will yield 3 mana points.  Each rank above that gives 1 mana point.  Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.

 

Mana Control

 

The Mana Control skills will replace Mana Share.  Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent.  Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.

 

Elemental

This skill determines a character’s ability to manipulate Elemental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Elemental spells.

Spiritual

This skill determines a character’s ability to manipulate Spiritual mana, allowing the character to transfer mana to others with this skill and providing greater control over the use of mana in some Spiritual spells.

 

Sorcerous Lores

 

More information on the different lores can be found on the Magic page.

 

Necromancy

A character training in this skill will be more adept in the use of necromantic skills and magic.

Demonology

A character training in this skill will be more adept in the use of skills and magic involving the demonic realms.

 

Spiritual Lores

 

More information on the different lores can be found on the Magic page.

 

Blessings

This skill represents knowledge and understanding of the many prayers, rituals, and invocations used to gain the favor of the lesser and greater spirits.  While all casters with access to spells of blessing will gain benefits from those spells, knowledge of this lore improves the caster’s ability when obtaining blessings.

Spirit Summoning

This skill represents advanced knowledge of summoning rites for lesser and greater spirits.

 

New Spells

 

Sorcerer Base Circle

 

714 - Scroll Infusion

Duration: Immediate

Type: Utility

Description: With this spell, Sorcerers are able to utilize magical artifacts to fully unlock the magic found within scrolls.  A sorcerer that successfully casts this spell will be able to increase the incantations found on a scroll many times over, granting the scrolls a much longer life than is normally expected.
The first step in using Scroll Infusion is preparing the scroll.  This is achieved through the use of special runes inscribed on runestones.  Sorcerers who learn Scroll Infusion will gain knowledge of some of these runes and can be seen by typing the command RUNE COMMON.
Once a Sorcerer has a runestone with one of these runes on it, he or she can WAVE it at a scroll.  Some scrolls may be resistant to the power of the runestones.  Assuming the scroll is one that can be unlocked, the Sorcerer can wave a runestone at it as many times as he or she wants to.  Each time, the runestone will attempt to unlock one of the spells on the scroll at random, making it infusable.
Once the scroll is infused or evoked, the runestone will no longer work.  Once a Sorcerer unlocks a spell on a scroll, it will remain unlocked until either the scroll wears out naturally or the Sorcerer fails on infusing.
There is a risk of damaging or even destroying a scroll while waiving runes at it, but there is no such risk when infusing.  The worst that can happen is that the scroll will no longer be infusable.
When a Sorcerer is finished unlocking the spells, they may cast Scroll Infusion at the scroll and then INFUSE SCROLL, which will attempt to add charges to a random spell on the scroll that is infusable.

Tip: You can infuse repeatedly, but the more charges that there are on the scroll, the harder it becomes.

 

725 - Minor Summoning [MSUMMON]

Type: Utility

Description: Minor and relatively weak, but chaotic, creatures from a demonic plane will be able to be summoned with this spell.  Minor Summoning is the stepping stone in a Sorcerer’s study of the demonic valences.  The creatures summoned generally pose very little threat to the Sorcerer calling upon them and are usually summoned for menial tasks.
In order to summon a demon from the demonic plane, the Sorcerer must get a demon runestone and cast Minor Summoning at the runestone.  The valence of demon summoned is dependant upon the type of runestone used.  In order to see what kind of demon runestone you are using, use the READ RUNESTONE command.  It is possible to summon a specific type of demon within that valence, but it is much more difficult.

Lore benefits: Increased training in Sorcerous Lore, Demonology will allow the Sorcerer to have better command of the demons he or she summons.  Demonology training will also allow Sorcerers to instruct their demons to carry more coins for them, hold more mana for them, and to perform several other tasks.
Additionally, 50 ranks of Demonology Lore allow a Sorcerer to summon a demon by just specifying valence without a chance of failure.  100 ranks of Demonology Lore allow a Sorcerer to summon a demon by specifying valence and demon archetype without chance of failure.

730 - Animate Dead [ANIMATEDEAD]

Not yet implemented

Type: Attack

Description: A Sorcerer is able to animate a recently deceased creature with this spell.  Some creatures will retain a large portion of the knowledge they had while they were alive and the skilled Sorcerer will be able to command those creatures to use this knowledge.

Lore benefits: This spell is enhanced by training in the Sorcerous Lore, Necromancy skill.

 

Minor Spirit Circle

 

119 - Spirit Dispel [SPIRITDISPEL]

Duration: Immediate

Type: Attack/Utility

Description: This spell functions similarly to Elemental Dispel.  Upon being cast at a target, the target will lose any prepared spell it may have.  If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed.  Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.

 

Revised Spells

 

Sorcerer Base Circle

 

Spell 701, Blood Burst, now includes lores.

 

Spell 703, Forget, is being moved to the Mental Sphere.  A new spell, Corrupt Essence, is replacing it.  It functions much like Forget, except the target can prep a spell, but not cast it.

 

Spell 705, Disintegration, can be used with CHANNEL in an offensive stance.  It can also be used to disintegrate items, as well as create a unique death message for characters.

 

Spell 707, Eye Spy, is much more flexible roleplaying-wise.  The eye created is the same color as the caster’s, and there are many more verbs available to TELL the eye.

 

TELL EYE TO .  .  . 

 

LOOK

READ {item}

LOOK {player}

ROLL

LOOK {item}

CRY

GO {direction} or {object}

BLIND

RETURN STARE {player}

HOVER

INSPECT {player} or {item}

HOVER {player}

BAT {number of times}

NARROW

BLINK {player} {number of times}

REVOLVE

BLINK {number of times}

REVOLVE {player}

PEER {player}

WIDEN

SNEEZE

BLOODSHOT

 

Spell 708, Limb Disruption, now includes lores.

 

Spell 711, Pain Infliction, now includes lores.

 

Spell 712, Cloak of Shadows, now provides a bonus of +25 DS and +20 Sorcerer TD, +1 DS/STD per Sorcerer spell ranks over 712.  The costs have been adjusted to a base of 12, +1 for every 3 additional DS.

The spell also includes a new retributive effect.  A Sorcerer casts the spell, then CHANTs another.  If the Sorcerer takes a direct physical attack, this chanted spell may be cast at the source of the attack.  The retribution effect takes lores into account.

 

Spell 716, Disease, now includes lores.

 

Spell 718, Torment, now includes lores.

 

Spell 719, Dark Catalyst, now includes lores, and both Mana Control Elemental and Spiritual are used in determining the amount of mana return.

 

Spell 720, Implosion, uses both Mana Control Elemental and Spiritual in determining the amount of mana cost reduction in casting the spell.

 

Minor Elemental Circle

 

Spell 411, Elemental Blade, now includes lores and attunement.

 

Spell 415, Elemental Strike, now includes lores and attunement.

 

Spell 419, Mass Elemental Defense, now provides +20 to all DS types.

 

Spell 430, Elemental Barrier, now provides a bonus of +15 to DS as well as Elemental TD, +1 for every 2 Minor Elemental spells known over 30.  However, it appears that there is no cap to the bonus.

 

Spell 435, Major Elemental Wave, now includes lores and attunement.

 

Minor Spiritual Circle

 

Spell 101, Spirit Warding I, now provides a +10 DS bonus against all bolt spells, including acid.

 

Spell 102, Spirit Barrier, now provides a +20 DS bonus, +1 for every rank beyond 2 the caster knows in the circle.  Likewise, there is a -20 AS penalty, -1 for every rank beyond 2 the caster knows in the circle.  It also appears not to affect bolt spells.

 

Spell 103, Spirit Defense, is now refreshable.

 

Spell 106, Spirit Fog, is refreshable.

 

Spell 107, Spirit Warding II, now provides a +25 DS bonus against all bolt spells, including acid.

 

Spell 110, Unbalance, now includes lores.

 

Spell 111, Fire Spirit, now includes lores.

 

Spell 113, Undisease, might require multiple casts to remove some more persistent diseases.

 

Spell 119, Herb Production, is being replaced with a new spell, Spirit Dispel.  Details of the spell are above.

 

Spell 120, Lesser Shroud, now includes lores.  The bonuses to this spell are now +15 to DS, +1 for every 2 Minor Spirit spells known beyond 20 and +20 to Spiritual TD.

 

Spell 125, Call Lightning, now includes lores.

 

Spell 150, Wall of Force, has been moved to slot 140, leaving slot 150 open for now.  The duration has been cut to 60 seconds.  The spell is now intended as an emergency spell.

 

Global Spell Changes

 

All currently released 50th level spells will be moved to level 40 in their respective circles.

 

After level 20, spell gaps are being opened for future development every 5 levels up to level 40 where they did not exist before.  While these spell gaps will not be filled immediately, eventually every spell circle will include spells in the level 1-20, 25, 30, 35, 40, and 50 slots.

 

Guild Changes

 

The guild of Ta’Illistim has been closed down.  The Sorcerers’ Guild has relocated to the ruins near the path to Caelith Villa on Gyldemar Road.  The guild in the ruins, however, is open.

 

In March, a new guild skill for sorcerers, Illusions, was released.  This skill allows a skilled Sorcerer to make minor illusory effects and, once mastered, the ability to cast illusions on their minor demons.  Demons under the effects of illusions will be able to enter towns that normally prohibit their presence.  Training in Illusions is similar to training in Rogue Gambits and includes training with an Arcane Master (NPC in the guild), training with a fellow sorcerer, learning from a fellow sorcerer, performing illusions successfully in front of an audience and performing a set number of illusions successfully within a set amount of time.

 

With the release of Illusions, however, some towns have begun banning demons from within their borders.  Some towns view them as major crimes, which can result in exile.  Others view them as minor crimes, which will have a fine similar to disturbing the peace.  Cities viewing demons as major crimes are Ta’Illistim, Ta’Vaalor and Solhaven.  Cities viewing demons as minor crimes are Teras Isle, River’s Rest (with a very small fine) and the Landing.  Cities legalizing demons are Icemule, Pinefar and Zul Logoth.  Zul Logoth requires a permit to have a demon, otherwise, summoning will carry a small fine.

 

Because of the changes to justice, messages have been added to alert the sorcerer that the demon would possibly be inside a town banning demons.  Messages have been added to the spells prep phrase, if the spell is prepared in a town where it is illegal, as well as telling a demon to find or deliver a message to someone in a town which bans demons.

 

Demons entering a town where they are banned does not automatically result in a fine.  The demon will have to be in the open in town when the guards sweep the area to have a warrant issued.

 

Attributes

 

Primary Attribute:

Aura

Secondary Attribute:

Wisdom

Mana Attributes:

Aura and Wisdom

 

Attributes Assigned by Autoconverter

 

STR

50

CON

40

DEX

50

AGL

60

DIS

80

AUR

90

LOG

80

INT

60

WIS

90

INF

60

 

Skill Costs

 

Skill

Cost

Times

Armor skills

 

 

Armor Use

15/0

1x

Shield Use

13/0

1x

Weapon Skills

 

 

Edged Weapons

6/2

1x

Blunt Weapons

6/2

1x

Two-Handed Weapons

14/3

1x

Ranged Weapons

14/3

1x

Thrown Weapons

9/3

1x

Pole Arm Weapons

14/3

1x

Brawling

10/2

1x

Combat Skills

 

 

Two Weapons Combat

12/12

1x

Combat Maneuvers

12/8

1x

Multi-Opponent Combat

15/10

1x

Ambush

15/14

1x

Physical Fitness

8/0

1x

Dodging

20/20

1x

General Skills

 

 

Climbing

4/0

1x

Swimming

3/0

1x

Disarming Traps

2/6

1x

Picking Locks

2/4

2x

Stalking and Hiding

5/4

1x

Perception

0/3

2x

First Aid

2/1

2x

Trading

0/3

2x

Picking Pockets

3/3

1x

Survival

3/2

2x

Magic Skills

 

 

Arcane Symbols

0/2

2x

Magic Item Use

0/2

2x

Harness Power

0/4

3x

Spell Aiming

3/1

2x

Mana Control: Elemental

0/3

2x

Mana Control: Spiritual

0/3

2x

Mana Control: Mental

0/12

1x

Spell Research

 

3x

Minor Elemental

0/8

 

Minor Spiritual

0/8

 

Sorcerer Base

0/8

 

Elemental Lore

 

2x

Air

0/7

 

Earth

0/7

 

Fire

0/7

 

Water

0/7

 

Spiritual Lore

 

2x

Blessings

0/7

 

Religion

0/7

 

Summoning

0/7

 

Sorcerous Lore

 

2x

Demonology

0/6

 

Necromancy

0/6

 

Mental Lore

 

1x

Divination

0/20

 

Manipulation

0/20

 

Telepathy

0/20

 

Transference

0/20

 

Transformation

0/20

 

 

Stat Growth Intervals by Race

 

 

CON

DEX

DIS

LOG

INT

STR

AGL

INF

WIS

AUR

Base

15

20

25

25

20

10

15

20

25

30

Dark Elf

13

25

23

25

20

10

20

20

25

30

Dwarf

20

18

28

25

20

15

10

15

28

30

Elf

10

25

20

25

20

10

18

23

25

35

Giant

18

18

25

25

22

15

13

20

25

30

Half-Elf

15

22

23

25

20

12

17

22

25

30

Halfling

20

25

23

23

20

5

20

20

25

30

Human

17

20

25

25

22

12

15

20

25

30

Sylvankind

13

25

20

25

20

7

20

23

25

33

Forest Gnome

17

22

27

25

20

7

18

20

25

30

Burghal Gnome

15

23

22

30

25

5

18

20

25

28

Half-Krolvin

20

22

25

23

20

13

17

18

25

28

Erithian

15

20

28

27

20

8

15

23

25

30

Aelotoi

13

23

27

25

22

10

18

18

25

30

 

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