Praefection
07-04-2009, 12:14 AM
Here's what we're working with for Elemental Lore benefits for the Minor Elemental spell circle. These ideas and their details are not necessarily set in stone, and could potentially change before release, but this is a solid representation in the direction we are going. Spells and related lore benefits not mentioned in this post are still under review.
Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.
Elemental Defense I (401):
See Mass Elemental Defense (419).
Presence (402):
Secondary: Air
Training in Elemental Lore, Air allows the caster to sense a presence with enough accuracy to point the individual out of hiding. The target's Stalking and Hiding skill ranks, and any effects providing a bonus to hiding, are taken into account against the caster's ranks in Elemental Lore, Air.
Elemental Defense II (406):
See Mass Elemental Defense (419).
Elemental Blast (409):
Secondary: Fire
Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to affect multiple targets at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.
Elemental Wave (410):
Secondary: Water
Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check.
Elemental Blade (411):
Secondary: Water
Training in Elemental Lore, Water allows for magical weapons without special abilities (e.g. flares, critical or damage weighting, etc.) to be affected. The bonus of the target weapon able to be affected increases by a Seed 3 summation of EL:W ranks. For example, +5 weapon requires 25 ranks, while a +12 weapon would require 102 ranks.
Weapon Deflection (412):
Secondary: Fire, Earth
Training in Elemental Lore, Fire grants a bonus to the Attack Strength reduction of this spell. The bonus increases by a Seed 3 summation of EL:F ranks, for +1 bonus at 3 ranks, a +5 bonus a 25 ranks, and a +16 bonus at 200 ranks.
Training in Elemental Lore, Earth allows the spell to affect multiple targets. One additional target is affected for each 20 EL:E ranks trained.
Elemental Saturation (413):
Secondary: Fire, Air
Training in Elemental Lore, Fire provides a bonus to the persistent Target Defense pushdown effect. The bonus increases by a Seed 3 summation of EL:F ranks, for a bonus of +1 at 3 ranks, +5 at 25 ranks, and +16 at 200 ranks.
Training in Elemental Lore, Air allows the spell to affect multiple targets. One additional target is affected for each 20 EL:A ranks trained.
Additionally, training in Elemental Mana Control provides a bonus to the initial Target Defense (TD) pushdown. The bonus increases by a Seed 1 summation of EMC ranks, for a bonus of +1 at 1 rank, +5 at 15 ranks, +10 at 55 ranks, and +20 at 210 ranks.
Elemental Defense III (414):
See Mass Elemental Defense (419).
Elemental Strike (415):
Secondary: Fire
Training in Elemental Lore, Fire allows this spell to affect multiple targets when CHANNELed at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.
Elemental Dispel (417):
Secondary: Fire
Training in Elemental Lore, Fire unlocks a 10% chance to dispel an active spell effect in addition to dispelling a prepared spell at 10 EL:F ranks. The chance increases by 3% for every additional 10 ranks.
Additionally, training Elemental Lore, Fire increases the amount of mana that is burned from a target with no active spell effects or prepared spells by 1 point per 15 lore skill. Mana burned in this manner will not cause nerve damage to a target.
Mass Elemental Defense (419):
Secondary: Earth
Training in Elemental Lore, Earth unlocks a chance to create a magical barrier that will deflect a single physical or bolt attack at 25 EL:E ranks. For this self-cast benefit to activate, all three Elemental Defense spells (401, 406, and 414/419) must be active on the target. The chance of activation is 5% when unlocked, plus an addition 1% per 20 EL:E ranks beyond the initial 25. Attackers with significant level advantage are more likely to avoid activation of this benefit.
Major Elemental Wave (435):
Secondary: Water
Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check. This bonus is twice as effective as the bonus to Elemental Wave (410).
The following spells are not scheduled to have changes or additions to their lore beneifts: Elemental Targeting (425) and Elemental Barrier (430).
Each spell is also noted with one of two designations as to how lore applies to the spell. Overt denotes a direct influence by elemental flavor; fire spell + fire lore = more fire. Secondary denotes that the secondary influences of the element beyond the overt apply.
Elemental Defense I (401):
See Mass Elemental Defense (419).
Presence (402):
Secondary: Air
Training in Elemental Lore, Air allows the caster to sense a presence with enough accuracy to point the individual out of hiding. The target's Stalking and Hiding skill ranks, and any effects providing a bonus to hiding, are taken into account against the caster's ranks in Elemental Lore, Air.
Elemental Defense II (406):
See Mass Elemental Defense (419).
Elemental Blast (409):
Secondary: Fire
Training in Elemental Lore, Fire unlocks the ability to CHANNEL this spell to affect multiple targets at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.
Elemental Wave (410):
Secondary: Water
Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check.
Elemental Blade (411):
Secondary: Water
Training in Elemental Lore, Water allows for magical weapons without special abilities (e.g. flares, critical or damage weighting, etc.) to be affected. The bonus of the target weapon able to be affected increases by a Seed 3 summation of EL:W ranks. For example, +5 weapon requires 25 ranks, while a +12 weapon would require 102 ranks.
Weapon Deflection (412):
Secondary: Fire, Earth
Training in Elemental Lore, Fire grants a bonus to the Attack Strength reduction of this spell. The bonus increases by a Seed 3 summation of EL:F ranks, for +1 bonus at 3 ranks, a +5 bonus a 25 ranks, and a +16 bonus at 200 ranks.
Training in Elemental Lore, Earth allows the spell to affect multiple targets. One additional target is affected for each 20 EL:E ranks trained.
Elemental Saturation (413):
Secondary: Fire, Air
Training in Elemental Lore, Fire provides a bonus to the persistent Target Defense pushdown effect. The bonus increases by a Seed 3 summation of EL:F ranks, for a bonus of +1 at 3 ranks, +5 at 25 ranks, and +16 at 200 ranks.
Training in Elemental Lore, Air allows the spell to affect multiple targets. One additional target is affected for each 20 EL:A ranks trained.
Additionally, training in Elemental Mana Control provides a bonus to the initial Target Defense (TD) pushdown. The bonus increases by a Seed 1 summation of EMC ranks, for a bonus of +1 at 1 rank, +5 at 15 ranks, +10 at 55 ranks, and +20 at 210 ranks.
Elemental Defense III (414):
See Mass Elemental Defense (419).
Elemental Strike (415):
Secondary: Fire
Training in Elemental Lore, Fire allows this spell to affect multiple targets when CHANNELed at the cost of an extra 5 mana. One extra target will be hit per 70 lore skill.
Elemental Dispel (417):
Secondary: Fire
Training in Elemental Lore, Fire unlocks a 10% chance to dispel an active spell effect in addition to dispelling a prepared spell at 10 EL:F ranks. The chance increases by 3% for every additional 10 ranks.
Additionally, training Elemental Lore, Fire increases the amount of mana that is burned from a target with no active spell effects or prepared spells by 1 point per 15 lore skill. Mana burned in this manner will not cause nerve damage to a target.
Mass Elemental Defense (419):
Secondary: Earth
Training in Elemental Lore, Earth unlocks a chance to create a magical barrier that will deflect a single physical or bolt attack at 25 EL:E ranks. For this self-cast benefit to activate, all three Elemental Defense spells (401, 406, and 414/419) must be active on the target. The chance of activation is 5% when unlocked, plus an addition 1% per 20 EL:E ranks beyond the initial 25. Attackers with significant level advantage are more likely to avoid activation of this benefit.
Major Elemental Wave (435):
Secondary: Water
Training in Elemental Lore, Water increases the effectiveness of this spell, granting a bonus to its maneuver check. This bonus is twice as effective as the bonus to Elemental Wave (410).
The following spells are not scheduled to have changes or additions to their lore beneifts: Elemental Targeting (425) and Elemental Barrier (430).