PDA

View Full Version : Official: MnM Spell Descriptions



Danical
08-11-2010, 08:34 PM
http://www.play.net/gs4/info/spells/spelllist.asp?circle=15

Spells with a duration of "focus" use special rules. A caster can only maintain one focus spell at a time. It will remain active as long as he can focus. That is, while he is able to think clearly and is not stunned for a period of time. A group of mentalists can, together, provide multiple focus spells for the group but still only one each.


1201 · Force Orb [forceorb]
Not yet implemented
Duration: Immediate

Type: Attack

The caster summons a translucent orb of force that attacks the target. If the target fails to ward the mental attack, he or she will take some concussion damage and be crushed. Training in Mental Lore, Manipulation increases the concussion damage of this attack.
top
1202 · Iron Skin [ironskin]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Defense

The caster transforms his skin into a thick hide that acts like armor. The caster will gain the defensive benefits of wearing armor without suffering the penalties as it is his own skin protecting him. The base effect is to create a full leather equivalent (Armor Subgroup (AsG) 6), and can be increased to more powerful armor with training. The AsG increases by one according to seed 1 of one fifth the caster's ranks in Mental Lore, Transformation. Monks also receive an innate bonus to the AsG of seed 1 of one fifth the caster's level.

For example, a level 15 Monk (15/5 = 3, seed 1 gives a bonus of 2) with 5 ranks of Mental Lore, Transformation (5/5 = 1, seed 1 gives a bonus of 1) can cast Iron Skin to create the equivalent of leather breastplate (AsG 9 = 6 +2 + 1). Another example, a Savant with 105 ranks of Mental Lore, Transformation (105/5 = 21, seed 1 gives a bonus of 6) can cast Iron Skin to create the equivalent of brigandine armor (AsG 12 = 6 + 6).
top
1203 · Powersink [powersink]
Not yet implemented
Duration: 120 seconds

Type: Attack

Powersink hinders a target's access to the mana weave causing him to take a longer time to prepare a spell. This spell is difficult to defend against. The caster can affect additional targets by training in Mental Mana Control. An extra target is gained every seed 6 of (MMC skill bonus/10). For example, with 35 ranks of MMC (130 skill bonus), the caster can affect a total of three targets (130/10 = 13, seed 6 gives a bonus of 2).
top
1204 · Foresight [foresight]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Defense

The target is able to see visions of the future, allowing him to anticipate incoming attacks. This translates to a bonus of +10 to physical Defensive Strength (DS).
top
1205 · Soothing Word [soothe]
Not yet implemented
Duration: Special

Type: Utility

Immediately removes a detrimental emotional effect from the target (fear, rage, etc.). At 25 ranks of Mental Lore, Telepathy, Soothing Word grants the target immunity to the sheer fear of undead for 30 seconds.
top
1206 · Telekinesis [telekinesis]
Not yet implemented
Duration: Immediate

Type: Attack

Allows the caster to mentally throw objects at a target for damage. The damage factor and mana cost are based upon the object's encumbrance. This is a mental bolt attack and uses the Spell Aiming skill.
top
1207 · Force Projection [forceproj]
Not yet implemented
Duration: Immediate

Type: Attack

A single target knockdown that uses the standard maneuver defense roll, but is difficult to resist. The caster's strength with Force Projection increases with training in Minor Mental spell ranks and with Mental Lore, Manipulation.
top
1208 · Mindward [mindward]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Defense

This spell protects the target's mind from harmful warding spells. The bonus is +20 Mental Target Defense (MTD) + 1 MTD for every 2 Minor Mental spell ranks beyond 8, with a maximum bonus of +40. With the increase in defense comes an increase in mana cost; 8 base mana +1 for every 2 additional MTD bonus gained. When Mindward is cast upon others, the bonus is a flat +20 MTD with a flat mana cost of 8.

Overtraining in Minor Mental spell ranks does not yield additional bonus past the caster's level.

top
1209 · Dragonclaw [dragonclaw]
Not yet implemented
top
1210 · Thought Lash [thoughtlash]
Not yet implemented
Duration: Immediate

Type: Attack

Creates a crackling whip of psychic energy that strikes the target for damage and leaves a residue energy that increases subsequent critical damage on the target. Training in Mental Lore, Manipulation increases the critical damage of subsequent attacks. This is a mental warding spell.
top
1211 · Confusion [confusion]
Not yet implemented
Duration: Variable, based on warding margin and the caster's Influence bonus

Type: Attack

The target stumbles about in a daze and may attack either his allies or foes. The caster is able to manipulate the target into attacking the target's allies more often by training in Mental Lore, Telepathy. The target will also be unable to perform special actions (e.g., maneuver attacks). This is a mental warding spell.
top
1212 · Shroud of Deception [shroud]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Utility

The caster is able to cloak himself in an illusion, disguising his form in order to take on the appearance of another race, gender, or profession, as well as the physical features to match. The attributes which can be disguised are subject to the caster's Minor Mental spell ranks.

Spell Ranks Attributes
0 Eye Color
Eye Trait
Hair Color
Hair Style
Hair Texture
Hair Quirks
Skin Color
Nose Trait
Facial Features
Distinguishing Mark
Height
20 Gender
30 Race
Culture
40 Profession
50 Unique



The SHROUD verb may be used to construct a profile prior to casting the spell. Every aspect of a configuration (such as eye color) change requires 1 mana and 3 seconds of cast roundtime. Example:

>SHROUD SET 1 RACE DARK ELF
Cast Roundtime 3 Seconds.
>SHROUD SET 1 PROF SORCERER
Cast Roundtime 3 Seconds.
>SHROUD SET 1 HCOLOR BLACK
Cast Roundtime 3 Seconds.
>SHROUD PROFILE 1
>INCANT 1212
top
1213 · Mind over Body [mindoverbody]
Not yet implemented
Duration: Focus

Type: Utility

The caster uses his mental concentration to make the physically taxing activities of his group easier to undertake. This reduces stamina cost for all actions by 20 percent. Training in Mental Lore, Telepathy increases the reduction by 5% per seed 3 of skill bonus/10.
top
1214 · Brace [brace]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Defense

Thick plates of bone grow from the caster's forearms. If not using a shield or weapon, these plates grant the chance to parry melee and ranged attacks. Melee strikes that hit the caster's arms (or a weaponless parry) have a chance to disarm the attacker. The chance to disarm is 25% + 2% per seed 3 summation of Mental Lore, Transformation.
top
1215 · Blink [blink]
Not yet implemented
Duration: Special

Type: Defense

The target has a chance of getting a second opportunity to avoid physical or bolt attacks that otherwise would have hit him by teleporting to a short distance away (within in the same room). The percent chance to get a second attack roll is 25 + seed 1 of ranks in Mental Lore, Transference. The Blink spell dissipates on a successful avoidance. Blink has a flat, 10 minute duration when self-cast and can be refreshed. Otherwise, it has a flat, 2 minute duration, refreshable.
top
1216 · Focus Barrier [focusbarrier]
Not yet implemented
Duration: Focus

Type: Defense

The caster creates a barrier of force around his group, providing them with +30 Defense Strength (DS).
top
1217 · Vision [vision]
Not yet implemented
Duration: 15 seconds

Type: Utility

The caster can remotely watch a target for a short time. The caster is only capable of establishing this mental link with targets who are alive, or still have lingering mental energies (that is, they have died within the last 30 seconds).
top
1218 · Mental Dispel [mentaldispel]
Not yet implemented
Duration: Immediate

Type: Attack/Utility

When cast on a character or creature, this spell will have one of the following effects:

1. Cause the target to lose any prepared spell, along with the appropriate number of mana points for that spell. Losing a spell in this manner will sometimes cause the target to suffer nerve damage.

2. Cause a magical effect in force on the target to be canceled. The mana cost for this version of the spell can be reduced by one point for every 75 skill bonus in the Mental Mana Control skill.

3. Cause the target to lose a portion, or all, of their mana.

When cast on an item, this spell has a chance to drain charges, dispel any stored spells, or remove some other special quality.

There is no warding check for this spell. The effect of casting on a character or creature is in the order given above. When cast on items, the chance of failure and the results depend on the level of the caster and the level and type of stored spell or enchantment.

Combining this magic with either Spirit Dispel or Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.

top
1219 · Vertigo [vertigo]
Not yet implemented
Duration: Variable, based on warding margin

Type: Attack

Instantaneously transports multiple targets to the Astral Plane and back, resulting in a disorientation that causes targets to fall down and suffer roundtime (RT). This is a mental warding spell. Training in Mental Lore, Transference reduces the warding margin required for stronger effects against the target.
top
1220 · Premonition [premonition]
Not yet implemented
Duration: 1200 seconds + 60 seconds per rank of Minor Mental spells

Type: Defense

The caster sees a series of possible future events, allowing him the chance to better defend himself. The caster gets a defensive bonus against maneuver attacks and +20 Defense Strength (DS) +1 DS for every 2 Minor Mental spell ranks beyond 20. With the increase in defense comes an increase in mana cost; 20 base mana +1 for every 2 additional DS bonus gained.

Overtraining in Minor Mental spell ranks does not yield additional bonus past the caster's level.

top
1225 · Mindwipe [mindwipe]
Not yet implemented
Type: Attack

A difficult-to-defend warding spell, with successes reducing the target's effective level. A single target version of the spell may be cast for 13 mana, while the multiple-target version costs 25 mana.
top
1235 · Provoke [provoke]
Not yet implemented
Duration: 180 seconds

Type: Utility

The caster sends thoughts of rage throughout an area that incites the local creatures. This effect potentially increases the generation rate for sentient creatures in the area. The rate can be further increased by training in Mental Lore, Telepathy.

Makkah
08-11-2010, 08:47 PM
Pretty cool. Wonder what UNIQUE is for 1212...

Malvadere
08-11-2010, 08:48 PM
http://www.play.net/gs4/info/spells/spelllist.asp?circle=15
1206 · Telekinesis [telekinesis]
Not yet implemented
Duration: Immediate

Type: Attack

Allows the caster to mentally throw objects at a target for damage. The damage factor and mana cost are based upon the object's encumbrance. This is a mental bolt attack and uses the Spell Aiming skill.
top


why the heck would they just toss in a spell that requires spell aiming?

StrayRogue
08-11-2010, 08:48 PM
Provoke, Brace and Shroud sound cool.

Fallen
08-11-2010, 08:53 PM
I like mindwipe. Good way to deal with someone without killing them.

nub
08-11-2010, 09:00 PM
vertigo looks interesting but... it sends creatures away for 1200 seconds minimum... hmm

WRoss
08-11-2010, 09:11 PM
MA crew + 1235 + scatter = pwnage

nub
08-11-2010, 09:14 PM
MA crew + 1235 + scatter = pwnage

Scatter doesn't swarm enough?

Makkah
08-11-2010, 09:39 PM
why the heck would they just toss in a spell that requires spell aiming?

Because it's awesome?

Nah. But really, I believe it adds in some variety. Esp. for force-type Monks and Savants.

Makkah
08-11-2010, 09:41 PM
vertigo looks interesting but... it sends creatures away for 1200 seconds minimum... hmm

Not sure where you derived that. Looks like that part of it is instant and just a justification for the sickness.

Cast, ward, messaging sends target out and back instantaneously, target gets 1020-sickness, kill target.


FURTHER: I forgot that Oscuro actually posted a clip of the spell a while ago:

http://www.krakiipedia.org/wiki/Vertigo

nub
08-11-2010, 09:46 PM
Not sure where you derived that. Looks like that part of it is instant and just a justification for the sickness.

Cast, ward, messaging sends target out and back instantaneously, target gets 1020-sickness, kill target.


FURTHER: I forgot that Oscuro actually posted a clip of the spell a while ago:

http://www.krakiipedia.org/wiki/Vertigo

Oh interesting, because it really didn't say what the seconds were for. Since its a warding based spell, I thought the duration would have taken into effect the warding. Which would mean that getting a 101 they would be sic for a minimum of 1200 seconds which is a long ass time. I guess anything above the 101 would just... affect them more?

Makkah
08-11-2010, 09:54 PM
Did you even read the spell descrip? It says the duration is variable based on warding failure... like almost every other warding spell in the game.

nub
08-11-2010, 09:59 PM
Did you even read the spell descrip? It says the duration is variable based on warding failure... like almost every other warding spell in the game.

You know what, I'm an idiot. It was sort of bunched together and I read it having 1200 seconds, when that is for the spell below it. Forget what I said.

Fallen
08-11-2010, 10:05 PM
You know what, I'm an idiot. It was sort of bunched together and I read it having 1200 seconds, when that is for the spell below it. Forget what I said.

The formatting was crap. I wouldn't sweat it.

Makkah
08-12-2010, 12:09 AM
As per GM Estild, it appears there is a UNIQUE option for 1212 as well as a CUSTOM one that lets you pick a preset full deception such as "a robed figure" etc.

Archigeek
08-12-2010, 12:42 AM
Brace: "The chance to disarm is 25% + 2% per seed 3 summation of Mental Lore"

Those are crazy-high success numbers for disarming. 1 in 4 minimum with a low 3 seed. Every 3 ranks gets you an extra 2%: we're going to see monks disarming weapons on 50% of incoming attacks.

Makkah
08-12-2010, 12:47 AM
Per GM Estild:

It requires knowledge of the spell (but not a set amount of spell ranks, so should someone get their hands on a Shroud of Deception spell knowledge enhancive, they could make use of UNIQUE). I've updated the spell description with this information.

GameMaster Estild
Cleric/Empath Team

EDIT: So it looks like UNIQUE is just open to anyone with knowledge of the spell lucky enough to get an alterer to muck with it.

Nilandia
08-12-2010, 02:32 AM
Brace: "The chance to disarm is 25% + 2% per seed 3 summation of Mental Lore"

Those are crazy-high success numbers for disarming. 1 in 4 minimum with a low 3 seed. Every 3 ranks gets you an extra 2%: we're going to see monks disarming weapons on 50% of incoming attacks.
I believe the disarming only occurs when the attack is to the arms, though.

Gretchen

Danical
08-12-2010, 02:37 AM
I believe the disarming only occurs when the attack is to the arms, though.

Gretchen

I read it as also having a chance to disarm on a weaponless parry.

Shalla
08-12-2010, 02:39 AM
Rhett, you're such a GS nerd.

Inspire
08-12-2010, 09:22 AM
1235 · Provoke [provoke]
Not yet implemented
Duration: 180 seconds

Type: Utility

The caster sends thoughts of rage throughout an area that incites the local creatures. This effect potentially increases the generation rate for sentient creatures in the area. The rate can be further increased by training in Mental Lore, Telepathy


I wish I had this when I was wtfpwning Myklians.

audioserf
08-12-2010, 09:39 AM
I wish I had this when I was ruining myklians for everyone else.

Fixed

Inspire
08-12-2010, 10:01 AM
Fixed


Awww. How cute.

audioserf
08-12-2010, 10:05 AM
I love you.

Archigeek
08-12-2010, 10:28 AM
I believe the disarming only occurs when the attack is to the arms, though.

Gretchen

If that's the case it would be a more reasonable rate overall, but then it's just kind of dumb. Wouldn't the point be to stick your arm out and effectively block the blow? Of course what am I asking for? Realism in a text game? Next thing you know we'll be argueing over the physics of hurling large weaponry.

droit
08-12-2010, 10:47 AM
First thoughts:

180 second duration on a 35 mana spell. Hmm. I guess bards manage that.

I count only 2 "focus" spells. Neat idea, not much variety. I can see a ton of potential for the stamina-reducing one.

Nilandia
08-12-2010, 11:54 AM
If that's the case it would be a more reasonable rate overall, but then it's just kind of dumb. Wouldn't the point be to stick your arm out and effectively block the blow? Of course what am I asking for? Realism in a text game? Next thing you know we'll be argueing over the physics of hurling large weaponry.
I just re-read the spell description, and it says: "Melee strikes that hit the caster's arms (or a weaponless parry) have a chance to disarm the attacker."

Weaponless parries are only possible while the spell is running, but given how much unarmed combat appears to be encouraged for monks, I can see that happening with some frequency.

Gretchen

Danical
08-12-2010, 12:12 PM
I just re-read the spell description, and it says: "Melee strikes that hit the caster's arms (or a weaponless parry) have a chance to disarm the attacker."

Weaponless parries are only possible while the spell is running, but given how much unarmed combat appears to be encouraged for monks, I can see that happening with some frequency.

Gretchen

Right, BUT! consider that with no weapons out you'll have considerably less parry DS (only DS gained via brawling) because you can't use a shield and aren't using weapons (twc). You'll need to be able to parry more, it would appear.

droit
08-12-2010, 12:29 PM
Right, BUT! consider that with no weapons out you'll have considerably less parry DS (only DS gained via brawling) because you can't use a shield and aren't using weapons (twc). You'll need to be able to parry more, it would appear.

Not only that but you won't even be getting armor enchant DS if you use the AsG spell.

Danical
08-12-2010, 01:18 PM
Not only that but you won't even be getting armor enchant DS if you use the AsG spell.

They've said from day 1 that you'd be getting the DS from ET'd robes; you won't get the CvA benefit, however.

droit
08-12-2010, 01:33 PM
I hope they allow robes to be altered to other sorts of cloth garments. I'd hate the idea of a monk in full robes or whatever the current equivalents are.

WRoss
08-12-2010, 01:36 PM
I hope they allow robes to be altered to other sorts of cloth garments. I'd hate the idea of a monk in full robes or whatever the current equivalents are.

Togas!

StrayRogue
08-12-2010, 01:47 PM
I hope they allow robes to be altered to other sorts of cloth garments. I'd hate the idea of a monk in full robes or whatever the current equivalents are.

Robes are just cloth armor. You can already get 4x gowns etc. Makes no difference mechanically.

droit
08-12-2010, 01:55 PM
But you can't get a robe changed to a shirt, can you? The point is that a head to toe covering makes no sense for hand to hand combat.

Ryvicke
08-12-2010, 01:57 PM
But you can't get a robe changed to a shirt, can you? The point is that a head to toe covering makes no sense for hand to hand combat.

This is right, I even tried numerous times in plat where they treat you really damn good. Robes = robes, no other nouns unless you get lucky and catch a GM offguard or something.

petroglyph
08-12-2010, 02:58 PM
There's at least one robe-based shirt for sale in someone's playershop right now. Just sayin'.

I'm actually surprised there's only one; they released a ton off-the-shelf at. . .EG five years ago, maybe?

SpiffyJr
08-12-2010, 03:00 PM
This is right, I even tried numerous times in plat where they treat you really damn good. Robes = robes, no other nouns unless you get lucky and catch a GM offguard or something.

I have a robe-based 4x tunic in my locker in Shattered. Just saying!

peam
08-12-2010, 04:07 PM
Is there going to be a Major Mental Circle?

This one looks alright, but it's not quite Jedi enough for me.

Ryvicke
08-12-2010, 04:08 PM
Is there going to be a Major Mental Circle?

This one looks alright, but it's not quite Jedi enough for me.

There's supposed to be for Savants. RSN lol in 2021 haha etc.

peam
08-12-2010, 04:11 PM
There's supposed to be for Savants. RSN lol in 2021 haha etc.

2021 is probably being generous.

Danical
08-12-2010, 04:12 PM
To be fair, the only reason why Monks are being held up is because of the UAC system. Apparently, coding spells is the easiest part of professional development (lol @ sorcerers) but entirely new game systems I could see being a serious pain in the ass, especially since the UAC system is tied to so many systems while at the same time a totally new system.

peam
08-12-2010, 04:31 PM
Dude, 8 years over a deadline is ridiculous.

I love the game and I guess I appreciate the company to an extent for keeping it open, but I just find their habitual failure to meet deadlines inexcusable.

Latrinsorm
08-12-2010, 06:26 PM
Brace: "The chance to disarm is 25% + 2% per seed 3 summation of Mental Lore"

Those are crazy-high success numbers for disarming. 1 in 4 minimum with a low 3 seed. Every 3 ranks gets you an extra 2%: we're going to see monks disarming weapons on 50% of incoming attacks.To clarify, 3 ranks gets 2%, then another 4 ranks (total of 7) to get the next 2% (total of 4%), and so on. With 102 ranks, casters will see 25% + 12 * 2% = 49% disarm chance.
But you can't get a robe changed to a shirt, can you? The point is that a head to toe covering makes no sense for hand to hand combat.Didn't they used to do BJJ in gis?

Latrinsorm
08-12-2010, 06:32 PM
Oh and also, let me take a wild stab at paraphrasing the bitching going on on the officials:

These spells just add to a character's offensive, defensive, or utility capabilities!! Every other spell does things too!! Not good enough, whine whine whine!!!

Danical
08-12-2010, 06:39 PM
What whining?

Link?

Donquix
08-12-2010, 06:53 PM
To clarify, 3 ranks gets 2%, then another 4 ranks (total of 7) to get the next 2% (total of 4%), and so on. With 102 ranks, casters will see 25% + 12 * 2% = 49% disarm chance.Didn't they used to do BJJ in gis?

They still do (as well as all other forms of jiu jitsu...it didn't start in brazil :-P) By head to toe i think they meant a single garment from head to toe, not the shirt/pants combo a gi is.