Changes to Wizards in
GS4
New Skills
All skills are open to every profession. Below are likely skills in which a Wizard 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. |
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. |
New Spells
914 - Sandstorm
Duration: Variable
Type: Attack
Description: Summoning a focused whirlwind around the target, the caster will create a sandstorm that may directly damage the target until it dissipates or the target has died.
Lore benefits: Training in Elemental Lore, Air will increase the duration of the storm and the rate at which the target is damaged.
510 Hurl Boulder [HURLBOULDER]
Duration: Immediate
Type: Attack
Description: A small boulder is shot from the palm of the caster to slam into an opponent with devastating force. This is an elemental attack spell and uses the Aimed Spells skill.
Lore benefits: The spell will become more effective with increased training in Elemental Lore, Earth.
512 Ice Patch [ICEPATCH]
Duration: Variable
Type: Attack/Utility
Description: This spell allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. In addition, they may also slip on the ice patch while moving out of the area.
Lore benefits: Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the target slip and fall.
514 Stone Fist [STONEFIST]
Duration: Approximately 15 seconds + 1/4 warding
Type: Attack
Description:
Using the elemental powers of Earth, the Wizard is able to conjure a massive
stone fist. This fist will grab on to
the enemy, leaving it rooted where it stands, and hampering combat. The Wizard may then direct the stone fist to
weaken the foe into submission, enabling him to attack with the final blow.
While held by one stone fist, targets are immune to additional casts of the
spell. After the initial 14 mana cast,
the fist remains linked to the caster’s hand.
Using various hand gestures, the caster can command the fist to
act. These commands require additional
mana and are subject to the rules of normal casting. To invoke an action, it must be targeted at
the foe held by the caster’s stone fist.
Stone Fist Commands:
|
Command |
Mana Cost |
Description |
|
WAVE |
2 |
The fist will wave the target, leaving it somewhat disoriented and confused, adding Roundtime. This will not break the fist’s hold on the target. |
|
PUSH |
2 |
The fist will push the target to the ground, leaving it somewhat disoriented, knocking it down and adding Roundtime. This will break the fist’s hold on the target. |
|
THROW |
3 |
The fist will throw the target to the ground violently, causing it to sustain damage and knocking it to the ground. This will break the fist’s hold on the target. |
|
SLAP |
4 |
The fist will slap the target, causing damage. This will break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently. |
|
CLENCH |
6 |
The fist will squeeze the target in its grasp, crushing it. This does damage to chest, back, and abdomen. This command does not break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently, more so than to use SLAP. |
|
POUND |
8 |
The fist will pound the target on the ground while keeping it in its grasp. Damage to head/neck or limbs only. This command does not break the fist’s hold on the target. Requires training in Elemental Lore, Earth, to use consistently, more so than to use CLENCH. |
Lore benefits: Training in Elemental Lore, Earth, allows the caster to use the SLAP, CLENCH and POUND commands consistently.
Note: Casting Stone Fist at certain items will crush them. Use at your own risk!
519 Immolation [IMMOLATION]
Duration: Immediate
Type: Attack
Description: This spell releases incredible destruction by fire when the target fails a warding roll.
Lore benefits: There is a chance of a flat-out incineration kill on a target using Immolation, enhanced further by training in Elemental Lore, Fire. If the target was not incinerated, the damage done by the flames is greater with training Fire Lore. This will increase the chance of the initial burst of the flame being focused on one area, causing more critical damage.
Revised Spells
Spell 901, Minor Shock, now includes lores.
Spell 903, Minor Water, now includes lores.
Spell 905, Elemental Refraction, is now called Prismatic Guard. The bonus for this spell is now +5 Physical DS and +20 Bolt DS, +1 for both Physical and Bolt DS for every 4 Wizard spells known over 5. The cost has been changed to a base of 5, +1 for every 3 DS bonus over 5.
Spell 906, Minor Fire, now includes lores.
Spell 907, Major Cold, now includes lores.
Spell 908, Major Fire, now includes lores.
Spell 910, Major Shock, now includes lores.
Spell 911, Mass Blur, now provides the defense equivalent of 20 ranks in Dodging.
Spell 912, Call Wind, now includes lores.
Spell 914, Firestorm, is now replaced with the new spell Sandstorm. Details above.
Spell 915, Weapon Flare, now includes lores.
Spell 917, Boil Earth, now includes lores.
Spell 919, Wizard Shield, now has a duration of 60 seconds. It is intended to be an emergency spell.
Spell 925, Enchant Item, has a guide released on its use. You can read it here.
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.
Spell 503, Blur, is now known as Thurfel’s Ward. In addition, it provides +20 DS, +1 for every 4 Major Elemental spell known beyond 503. The cost has changed to 3, +1 for every 3 DS bonus over 20.
Spell 505, Slow, now includes lores.
Spell 506, Haste, now includes lores.
Spell 507, Elemental Deflection, now provides a bonus of +1 DS for every 2 Major Elemental ranks over 7 in addition to the original +20. The costs have been changed to include an additional 1 mana for every +3 bonus.
Spell 509, Strength, now includes lores.
Spell 510, Unpain, is now replaced with the new spell Hurl Boulder. Details above.
Spell 512, Slow II, is now replaced with the new spell Ice Patch. Details above.
Spell 514, Haste II, is now replaced with the new spell Stone Fist. Details above.
Spell 516, Mana Leech, uses Mana Control, Elemental, in determining the amount of mana return.
Spell 517, Charge Item, uses Mana Control, Elemental, to determine the mana cost to charge an item. A guide has been created on use of the spell. You can read it here.
Spell 519, Telekinetic Disarm, is now replaced with the new spell Immolation. Details above.
Spell 520, Major Sleep, is now replaced with the new spell Stone Skin. Details above.
Spell 525, Meteor Swarm, has been changed to a variable duration.
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 Illistim government has increased funding to the Ta’Illistim Wizard Guild. The Guild has subsequently opened to wizards of sufficient training.
The guild is located along Moonglae Var, near the airship docks.
Attributes
|
Primary Attribute: |
Aura |
|
Secondary
Attribute: |
Logic |
|
Mana Attribute: |
Aura |
Attributes Assigned by Autoconverter
|
STR |
50 |
|
CON |
40 |
|
DEX |
90 |
|
AGL |
50 |
|
DIS |
70 |
|
AUR |
90 |
|
LOG |
90 |
|
INT |
50 |
|
WIS |
80 |
|
INF |
50 |
Skill Costs
|
Skill |
Cost |
Times |
|
Armor skills |
|
|
|
Armor Use |
14/0 |
1x |
|
Shield Use |
13/0 |
1x |
|
Weapon Skills |
|
|
|
Edged Weapons |
6/1 |
1x |
|
Blunt Weapons |
6/1 |
1x |
|
Two-Handed Weapons |
14/3 |
1x |
|
Ranged Weapons |
14/3 |
1x |
|
Thrown Weapons |
8/2 |
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 |
15/10 |
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 |
1x |
|
Magic Skills |
|
|
|
Arcane Symbols |
0/1 |
2x |
|
Magic Item Use |
0/1 |
2x |
|
Harness Power |
0/4 |
3x |
|
Spell Aiming |
2/1 |
2x |
|
Mana Control: Elemental |
0/4 |
2x |
|
Mana Control: Spiritual |
0/15 |
1x |
|
Mana Control: Mental |
0/15 |
1x |
|
Spell Research |
|
3x |
|
Minor Elemental |
0/8 |
|
|
Major Elemental |
0/8 |
|
|
Wizard Base |
0/8 |
|
|
Elemental Lore |
|
2x |
|
Air |
0/6 |
|
|
Earth |
0/6 |
|
|
Fire |
0/6 |
|
|
Water |
0/6 |
|
|
Spiritual Lore |
|
1x |
|
Blessings |
0/20 |
|
|
Religion |
0/20 |
|
|
Summoning |
0/20 |
|
|
Sorcerous Lore |
|
1x |
|
Demonology |
0/10 |
|
|
Necromancy |
0/10 |
|
|
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 |
25 |
20 |
25 |
25 |
10 |
15 |
20 |
20 |
30 |
|
Dark Elf |
13 |
30 |
18 |
25 |
25 |
10 |
20 |
20 |
20 |
30 |
|
Dwarf |
20 |
22 |
23 |
25 |
25 |
15 |
10 |
18 |
23 |
30 |
|
Elf |
10 |
30 |
15 |
25 |
25 |
10 |
18 |
23 |
20 |
35 |
|
Giant |
18 |
23 |
20 |
25 |
27 |