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Fallen
01-16-2009, 02:37 PM
Mana Gem (150)

Duration: Permanent

Type: Special


By mastering the ability to both harness and control the surrounding flow of mana as well as their spiritual strength the caster is able to transform a gem into a vessel of pure energy which can be later utilized in a moment of need.

While on a mana node, the caster directs his spell towards a purified gem to begin the mana transfer process. The gem must remain in the caster's hand or the mana transfering process is halted. Over the course of each pulse a variable amount of mana will be transferred to the caster's gem. At given thresholds, spirit points will be removed from the caster to anchor the mana within the gem. Only one gem can be made and remain in existance at any time and is attuned to the caster. Spirit absorbed into the gem will remain depleted from the caster until such a time as it is released via the TAP, RUB, or RAISE commands and the gem destroyed. The caster's link to his Mana Gem can be ended by use of the command STOP MANA GEM.

The amount of mana a gem can hold is determined by gem value (Gem Value/10 = Total mana capacity, capped at 500 mana). Spiritual Lore: Blessings will determine the amount of mana which will be placed within the gem per pulse. The skill: Magic Item Use is required to activate the gem, with increasing skill needed as the mana capacity of the gem grows. Spiritual Lore: Summoning aids in the process of re-absorbing mana released from the gem. The method of gem activation further influnces the amount of mana received while adding to the needed amount of Magic Item Use. The use of 1 spirit point is required for every 100 mana anchored within the gem. The chance of spirit points being immediately restored to the caster depends upon various factors; to include the Aura Stat, and the skills Magic Item Use, Spiritual Mana Control, and Spiritual Lores: Summoning and Blessings.

NOTE: Gems must be made pure before being able to accept mana. Penalties for artificially created mana nodes, and bonuses for "Super Nodes" apply during creation of gem. Certain gem types provide varying bonuses to the creation process. Gems are destroyed after use.

Thoughts?

Ignot
01-16-2009, 02:54 PM
While on a mana node

How about in a room with 418?

Methais
01-16-2009, 02:55 PM
Make it a MjE spell imo.

Fallen
01-16-2009, 02:59 PM
Make it a MjE spell imo.

What lore tie ins?

Fallen
01-16-2009, 02:59 PM
How about in a room with 418?

NOTE: Gems must be made pure before being able to accept mana. Penalties for artificially created mana nodes, and bonuses for "Super Nodes" apply during creation of gem. Certain gem types provide varying bonuses to the creation process. Gems are destroyed after use.

Methais
01-16-2009, 03:02 PM
What lore tie ins?

Anal lore.

I dunno. Wizards burn up mana really fast though, faster than most if not all other casters, and the mana leech nerf from back when they nerfed 517 still makes me cry.

BriarFox
01-16-2009, 03:03 PM
Methais actually hits on something of an argument there - wizards and bards would seriously bitch about the spell. Not that that's necessarily an argument against it.

Rathgar
01-16-2009, 03:04 PM
I was thinking this would be a group thing rather then a single sorcerer sitting there and infusing gems to fill up on backup mana.

So a GROUP of 3 sorcerers get together to add their mana into an expensive 5-10 mil gem (thats the relative level of rarity). Then this gem can be used as a resevoir for mana, sorta like a mana battery.

Without the original 3 sorcerers being tied to the group the mana battery becomes useless. But as long as those 3 sorcerers (or 2 sorcerers + 1 empath, or 1 sorcerer and 2 clerics whatever combinations) are together the mana battery will retain it's mana and people can partake of it with a nice 1:2 mana in/mana out return.

This return could further be increased by practising in mana transfer and some abc lores. so it can increase to say 1:2.5 mana etc depending on the combined mana transfer/lore skills of the participants. The orb gem will eventually break due to overuse. But some ultra rare orb gems will never break, these gems will only be able to be acquired by finding it in a box.

Ignot
01-16-2009, 03:05 PM
You have to make the gem at a node but you can only be linked to one gem. So, you can only use it once per hunt? if so that kind of stinks for a 150 spell. I was thinking you could make them while on the hunt with 418 then mana transfer to the rest of the group.

BriarFox
01-16-2009, 03:06 PM
So, you can only use it once per hunt? if so that kind of stinks for a 150 spell.

Wait, stop right there. If you don't say anything else other than that, this spell has a great shot of getting developed!

Methais
01-16-2009, 03:08 PM
Not sure what problem bards would have with it, they don't have mana problems do they? Plus they'd be needed for it anyway if the gem had to be purified.

I think it'd be more fitting to tie it into Charge Item or something. The wizard infuses mana through the gem (orb) when charging an item, so why not infuse mana directly into the gem? It would make the spell useful again.

Do those old mana stones still exist that you could SEND mana to for it to be stored? Or are they all long gone now?

Ignot
01-16-2009, 03:08 PM
Anal lore.

I dunno. Wizards burn up mana really fast though, faster than most if not all other casters, and the mana leech nerf from back when they nerfed 517 still makes me cry.

It would allow wizards to use other spells they would normally stay away from b/c they are to costly. Like Stone Fist.

Fallen
01-16-2009, 03:08 PM
You have to make the gem at a node but you can only be linked to one gem. So, you can only use it once per hunt? if so that kind of stinks for a 150 spell. I was thinking you could make them while on the hunt with 418 then mana transfer to the rest of the group.

Once per hunt for the cost of 1 expensive gem and a bit of downtime you can have all your mana returned to you. You might be out of a bit of Spirit, you might not. I think it a relatively good spell for a Minor Circle slot.

Or..You can have another 135

*shrug*

Fallen
01-16-2009, 03:10 PM
Not sure what problem bards would have with it, they don't have mana problems do they? Plus they'd be needed for it anyway if the gem had to be purified.

I think it'd be more fitting to tie it into Charge Item or something. The wizard infuses mana through the gem (orb) when charging an item, so why not infuse mana directly into the gem? It would make the spell useful again.

Do those old mana stones still exist that you could SEND mana to for it to be stored? Or are they all long gone now?


I've never even HEARD of those stones, but yeah. They must have been neato. Charge Item could be made awesomely powerful with a few tweaks. I will admit though that the idea of putting mana in the gems, then pulling it out slowly as you hunt before it explodes is a cool one.

Ignot
01-16-2009, 03:11 PM
I think it'd be more fitting to tie it into Charge Item or something. The wizard infuses mana through the gem (orb) when charging an item, so why not infuse mana directly into the gem? It would make the spell useful again.


That makes sense if I don't have to go out and hunt with -5 spirit. Maybe the spirit part can be tweaked.

BriarFox
01-16-2009, 03:12 PM
I've never even HEARD of those stones, but yeah. They must have been neato. Charge Item could be made awesomely powerful with a few tweaks. I will admit though that the idea of putting mana in the gems, then pulling it out slowly as you hunt before it explodes is a cool one.

There have been a couple of mana vault items - one at least is still around, I think.

Fallen
01-16-2009, 03:13 PM
That makes sense if I don't have to go out and hunt with -5 spirit. Maybe the spirit part can be tweaked.

You don't need to make a gem that gives back 500 mana, do you? Plus, you would have a decent shot of getting it back to you if you're trained properly.

I dunno. I thought about adding the ability to use Arcane Symbols to carve the gem for added benefits. Things like a lessened Spirit to Mana ratio, or an increased rate of transfer of mana to and from the gem. Stuff like that. Too complicated, though, and the spell doesn't have a chance in hell of being coded.

Fallen
01-16-2009, 03:14 PM
There have been a couple of mana vault items - one at least is still around, I think.

I know there is 1 spirit container. That crazy undead halfling guy owns it. Jinsem. Getting back pure spirit is unbalancing though...Unless they nerf the shit out of COL, then it is just useless for anyone who isn't a raising cleric.

Ignot
01-16-2009, 03:17 PM
Once per hunt for the cost of 1 expensive gem and a bit of downtime you can have all your mana returned to you. You might be out of a bit of Spirit, you might not. I think it a relatively good spell for a Minor Circle slot.

Or..You can have another 135

*shrug*

Don't get me wrong I like the spell idea I just think it should be more group oriented somehow. I think people burn through mana quicker in groups because more situations arise that may require more spells to be casts. Maybe I'm wrong but by the time you reach 50 I don't think many professions are having mana problems, solo hunting.

Methais
01-16-2009, 03:18 PM
This will never happen anyway, because it promotes fun and usefulness over tedium and uselessless.

Methais
01-16-2009, 03:19 PM
Don't get me wrong I like the spell idea I just think it should be more group oriented somehow. I think people burn through mana quicker in groups because more situations arise that may require more spells to be casts. Maybe I'm wrong but by the time you reach 50 I don't think many professions are having mana problems, solo hunting.

I burn up mana slower in groups, because if I don't kill something in one cast, the rest of the group will usually finish it off before I need to cast again.

Fallen
01-16-2009, 03:20 PM
Don't get me wrong I like the spell idea I just think it should be more group oriented somehow. I think people burn through mana quicker in groups because more situations arise that may require more spells to be casts. Maybe I'm wrong but by the time you reach 50 I don't think many professions are having mana problems, solo hunting.

Well, the thing I am trying to avoid is people having a locker character or two make them gems so they can keep cranking out mana. If they are attuned this can't happen as easily. Maybe the person has to be present, and grouped for you to make use of their gem.

How would you make this group friendly but not unbalancing? I suppose you could only use one once per X amount of time, but that you're REALLY taking a trip into Suckville.

Ignot
01-16-2009, 03:22 PM
I burn up mana slower in groups, because if I don't kill something in one cast, the rest of the group will usually finish it off before I need to cast again.

Really? I always used more b/c people are always getting stunned or knocked down then you have to start using Haste, wizard shield, cone, etc. Or maybe I just grouped with retards.

Khariz
01-16-2009, 03:23 PM
Really? I always used more b/c people are always getting stunned or knocked down then you have to start using Haste, wizard shield, cone, etc. Or maybe I just grouped with retards.

That.

Ignot
01-16-2009, 03:23 PM
Well, the thing I am trying to avoid is people having a locker character or two make them gems so they can keep cranking out mana. If they are attuned this can't happen as easily. Maybe the person has to be present, and grouped for you to make use of their gem.

How would you make this group friendly but not unbalancing? I suppose you could only use one once per X amount of time, but that you're REALLY taking a trip into Suckville.

True. I don't even play anymore so I don't know why I care.

Fallen
01-16-2009, 03:25 PM
Because discussing the minutae of spells that will never be made is a perfectly good way to waste time.

Danical
01-16-2009, 03:41 PM
This will absolutely not happen for the 150 slot.

I like the idea, and we bards have come up with nearly the same thing time and again for guild skill ideas but it'll never happen.

Suppa Hobbit Mage
01-16-2009, 03:47 PM
Who would be the chief users of these do you think? At cap I almost never run out of mana unless I'm just trolling for treasure. Even then, if I go for 2 or 3 casts of a lesser spell (903, 904) instead of 519, I usually do fine.

We thinking for prep cap players?

Rathgar
01-16-2009, 03:49 PM
This will absolutely not happen for the 150 slot.

I like the idea, and we bards have come up with nearly the same thing time and again for guild skill ideas but it'll never happen.

You never know. I actually like the idea too. But I would still like to see it as a group thing. Like several spell casters coming together to infuse the gem and use it. Get more group play that way and also it might run smoother with Warden if the spell is geared toward group play.

Remember what the general trend is heading towards in spell making.

Remember that Minor mental list has these 'group focus' spells that are powerful but are used within groups. Damn, can anyone find that post by Belnia with the minor mental list?

Rathgar
01-16-2009, 03:50 PM
Who would be the chief users of these do you think? At cap I almost never run out of mana unless I'm just trolling for treasure. Even then, if I go for 2 or 3 casts of a lesser spell (903, 904) instead of 519, I usually do fine.

We thinking for prep cap players?

I thought you guys don't get infinite mana? You a wizard?

Durgrimst
01-16-2009, 03:54 PM
I thought you guys don't get infinite mana? You a wizard?

Damn Rathgar, stop making so many assumptions. It is mainly based off of training as well as the spells in the class. If anyone is 3x in HP they will pretty much never run out of mana. And also learn about the spells. Did you not know what class he is by looking at the spells he said he uses. Do you know that mages can leech?

Suppa Hobbit Mage
01-16-2009, 03:56 PM
Handle kinda gives it away too, but yeah, I'm a wizard. I don't usually leach unless I'm underhunting. I'm just saying I don't run out of mana if I hunt til fry and then leave. It's when I treasure hunt that I start to have problems with mana. Also, I can wrack, and am only 2x in HP with 404 mana.

Rathgar
01-16-2009, 03:59 PM
Damn Rathgar, stop making so many assumptions. It is mainly based off of training as well as the spells in the class. If anyone is 3x in HP they will pretty much never run out of mana. And also learn about the spells. Did you not know what class he is by looking at the spells he said he uses. Do you know that mages can leech?

I just a stoopid waryur we type .xberserk and watch a lil teevee and then sell stuff at the gemstore.



I TYPE KILL RoooaAARR!!

http://i37.photobucket.com/albums/e80/cajeguitarist/Conan-TheBarbarian.jpg

thefarmer
01-16-2009, 04:46 PM
This just seems like an update to what clerics can do to gems, or an updated/better capacity alchemy mana potion

Danical
01-16-2009, 05:15 PM
This just seems like an update to what clerics can do to gems, or an updated/better capacity alchemy mana potion

OR MAYBE SILLY SORCERERS THAT HUNT IN OTF!!!11

Danical
01-16-2009, 05:16 PM
oh, and also, if sorcerers EVARR want to see any development it will only be on the spiritual side of things.

lol @ sorcs.

lrn2guru.

Sean
01-16-2009, 05:22 PM
I personally don't think spells should be based around enhansives so having that much of a spirit drain and making it permanent is bothersome.

Fallen
01-16-2009, 05:45 PM
oh, and also, if sorcerers EVARR want to see any development it will only be on the spiritual side of things.

lol @ sorcs.

lrn2guru.

Heh. Yet another reason I went 150.

Fallen
01-16-2009, 05:47 PM
I personally don't think spells should be based around enhansives so having that much of a spirit drain and making it permanent is bothersome.

See, what is crazy is that people see wracking as PENALTY FREE. Free mana all day long 24-7 !!!! Yet you start talking about draining a bit of spirit to power a spell or ability, and "woah there."

I think wracking is slightly overpowered, but not crazy overpowered.

Inspire
01-16-2009, 05:53 PM
I've never even HEARD of those stones, but yeah. They must have been neato. Charge Item could be made awesomely powerful with a few tweaks. I will admit though that the idea of putting mana in the gems, then pulling it out slowly as you hunt before it explodes is a cool one.

Something like that has a better chance. Take 540 for instance... 10 minute max. I too like the idea of filling a gem and having it explode in 10 minutes if I don't use it.

Danical
01-16-2009, 05:56 PM
This gem will self-destruct in . . .

Belnia
01-16-2009, 06:43 PM
Just posted this on the officials, suggesting it as a new item for the treasure system.

Arinyark was the name of the material in the Shadow World terminology, it made it into GemStone as ahnver in the Graveyard Crypt, and has never been since mentioned. I feel this material has some real potential, both mechanically and RP wise. It essentially acts as a mana battery, allowing for the storage and later retrieval of mana. Could very easily make an auction quality item that could hold and return mana (with the same mana sharing inefficiencies) without crumbling.

These could be introduced into the treasure system, containing a random amount of mana between 1 and 50. A character could tap it to draw the mana from it, at which point it would crumble away. Like mana potions, they could only be used every so often.

a bluish-green ahnver sphere
The lustrous surface of this small sphere is swirled with blue and green veins as the colors blend together. The sphere is faintly luminescent.

Sean
01-16-2009, 06:52 PM
See, what is crazy is that people see wracking as PENALTY FREE. Free mana all day long 24-7 !!!! Yet you start talking about draining a bit of spirit to power a spell or ability, and "woah there."

I think wracking is slightly overpowered, but not crazy overpowered.

I'm not one of those people who feel wracking is penalty free. I just don't think spells like this should be planned around people having 15 spirit. I'm all for the gem/item taking a considerable amount of time to create and say it drained spirit and stopped recovery until it's completion. But draining spirit permanently until the item is used would make me use this spell about as much as I used commune.

Some Rogue
01-16-2009, 07:21 PM
Why does every...single...thing.. in GS have to be a fucking chore?


Here's the WoW version...

Conjure Mana Gem
Cost:75% of base mana

3 sec cast

Conjures a mana sapphire that can be used to instantly restore 3330 to 3500 mana. 3 charges.


That's why I get sick of GS, everything takes 100x longer than it should. WoW is only the most popular game in the world. Maybe they are on to something...

Rathgar
01-16-2009, 07:26 PM
I play WoW, but it's too simple and the simplicity makes it less realistic. Essentially, you get into the world and RP less with such a simple straight forward item. For some reason when you got more things to worry about it becomes more fun... maybe GS people are masocistic?

Back
01-16-2009, 07:27 PM
That's why I get sick of GS, everything takes 100x longer than it should. WoW is only the most popular game in the world. Maybe they are on to something...

I dunno. I think this is where GS gets it right and WoW gets it wrong. GS is more of a long term game in terms of leveling. WoW’s success, in my opinion, is due to other factors like being graphical and implementing a great raiding/pvp system.

thefarmer
01-16-2009, 09:07 PM
OR MAYBE SILLY SORCERERS THAT HUNT IN OTF!!!11

Heh.

I roundabout meant that this seems like something that should be added to those skills versus using a spell slot.

Methais
01-16-2009, 11:58 PM
I dunno. I think this is where GS gets it right and WoW gets it wrong. GS is more of a long term game in terms of leveling. WoW’s success, in my opinion, is due to other factors like being graphical and implementing a great raiding/pvp system.

GS is more about "Well fuck, I played this character for 47832049 years, I don't wanna just quit and have all that be for nothing."

The same can be said about WoW to an extent, but at least you know new content is going to always come out, and not after years and years of RSN.

It's the chore of playing GS that makes me only log in sometimes now. I only log in sometimes because I'm usually having too much fun playing WoW. I don't know how many times I've logged into GS (with WoW still open) and ran my spellup script or ran my script to run to the temple, tabbed back over to WoW in the meantime, totally forgot I was playing GS, and then by the time I realized it, I didn't feel like playing anymore so I just logged out and continued pwning in WoW.

RP is all but dead in GS. It's little more than hurry-up-and-fry-so-you-can-afkstone these days.


Really? I always used more b/c people are always getting stunned or knocked down then you have to start using Haste, wizard shield, cone, etc. Or maybe I just grouped with retards.

Yes, you're grouping with idiots that need to l2p.


I play WoW, but it's too simple and the simplicity makes it less realistic. Essentially, you get into the world and RP less with such a simple straight forward item. For some reason when you got more things to worry about it becomes more fun... maybe GS people are masocistic?

You're complaining about WoW, a fantasy based MMO full of magic and dragons, being less realistic than Gemstone, a fantasy based MMO full of magic and (tales of) dragons. What exactly is "more realistic" about GS that doesn't involved incredible amounts of tedium?


I'm not one of those people who feel wracking is penalty free. I just don't think spells like this should be planned around people having 15 spirit. I'm all for the gem/item taking a considerable amount of time to create and say it drained spirit and stopped recovery until it's completion. But draining spirit permanently until the item is used would make me use this spell about as much as I used commune.

Wracking is definitely not penalty free, at least not while you're hunting. When I was in CoL I died plenty of times indirectly from wracking. It's usually cause I'm fried and just staying out cash hunting, but when you drop your spirit dramatically, your DS takes a big hit too and usually puts you in hittable range against like leveled stuff.

Outside of hunting though, yeah it's pretty much penalty free.

I wish Symbol of Mana cost favor instead of deeds. Then Voln would pwn extra hard.

Ignot
01-17-2009, 12:52 AM
Gemstone helped me pass my series 7/66 exams. I would play GS and have all this down time so I just started studying. I would study for hours because I wasn't really doing anything in GS but scripting, fry/rest, etc.

Now I play WoW and I haven't studied for the GMAT at all :(

Oh and someone recommended Moonguard for RP and I have more fun on that server rping then I did in GS the past few years