from my spellbook: using the scrolls chapter, not sure if this matters with new scrolls or hand held ones or whatever, or if global magic preview is breaking stuff, or it's me.
-Study spellbook gets a "blank" response. Even if it seems to Memorize, or wouldn't normally. If it's something I couldn't learn it shows up as something I already learn when I try to invoke it, then destroys the spell scroll.
Same as invoking if you're already full.
-I was able to invoke Tangled Fate, and maybe learn some other spells it did not show up in my spell list. TF was the only spell I was able to prep and cast.
Even with your training, you cannot juggle a third scroll spell without getting all of them hopelessly fouled up.(so I guess I am actually learning them.)
-Also not having the magic theorist feat seems to destroy the spell as well when trying to invoke it. (it just says you don't have that ability, and nothing about it ruining the scroll page)
-GG, BS, and SA examples:
r spel
The fluid black-inked script on the ragged flame-singed parchment page of your spellbook reads:
~Glythtide's Gift~
The Glythtide's Gift spell provides refreshment for the parched, a bit of liquid courage to the cowardly, a drop of sunshine to warm chilly bones, a most efficacious draught to wet the whistles of Bards and Barbarians, chieftains and cutpurses, lords and layabouts, Gnomes and Gor'Togs.
This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast on yourself. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it.
To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilties as a caster. It requires the Augmentation skill to cast effectively. This spell is only found on scrolls.
Before you can learn this spell, you must be circle 10. It will also cost one spell slot.
You can choose to INVOKE this page of the sharkskin-bound spellbook to memorize Glythtide's Gift temporarily, or STUDY this page of the sharkskin-bound spellbook to permanently memorize it.
Roundtime: 5 Sec.
>study spell
>invoke spell
There's no point in invoking the page since you already know the Glythtide's Gift spell.
>r spell
The fluid black-inked script on the ragged flame-singed parchment page of your spellbook reads:
The page is blank, untouched by words of magic.
>perc
You reach out with your senses and see radiant streams of roiling Elemental mana coursing through the area.
Letting your senses extend further, you feel there is glowing mana to the northwest, and radiant mana to the east.
You sense the Sure Footing spell upon you, which will last for about twelve roisaen.
You sense the Swirling Winds spell upon you, which will last for about eleven roisaen.
You sense the Mantle of Flame spell upon you, which will last for about thirty roisaen.
Roundtime: 3 sec.
>spell
You recall the spells you have learned from your training.
In the chapter entitled "Aether Manipulation", you have notes on the Ethereal Shield [es] and Aether Cloak [ac], and Ward Break [wb], and Substratum, and Ethereal Fissure [etf], and Elementalism spells.
In the chapter entitled "Electricity Manipulation", you have notes on the Arc Light [al] and Tingle [ti], and Lightning Bolt [lb], and Chain Lightning [cl], and Gar Zeng [gz] spells.
In the chapter entitled "Fire Manipulation", you have notes on the Fire Shards [fs] and Fire Ball [fb], and Dragon's Breath [db], and Mantle of Flame [mof], and Fire Rain [fr], and Flame Shockwave [fls], and Ignite, and Mark of Arhat [moa] spells.
In the chapter entitled "Water Manipulation", you have notes on the Frostbite and Ice Patch [ip], and Rising Mists [rm], and Fortress of Ice [foi], and Geyser spells.
In the chapter entitled "Earth Manipulation", you have notes on the Tremor [trem] and Sure Footing [suf], and Aegis of Granite [aeg], and Stone Strike [sts], and Anther's Call [anc], and Ring of Spears [ros] spells.
In the chapter entitled "Air Manipulation", you have notes on the Zephyr and Tailwind [tw], and Paeldryth's Wrath [pw], and Shockwave, and Swirling Winds [sw], and Vertigo, and Air Lash [ala], and Thunderclap [tc], and Y'ntrel Sechra [ys], and Air Bubble [ab], and Blufmor Garaen [bg]
You recall proficiency with the magic feats of Legerdemain, Silent Preparation, Basic Preparation Recognition, Advanced Elemental Recognition, Faster Targeting, Faster Battle Preparations, Faster Matrices, Faster Rituals, Alternate Preparation, Focused Preparation, Augmentation Mastery, Debilitation Mastery, Targeted Mastery, Utility Mastery, Warding Mastery, Improvised Rituals, Cautious Casting, Injured Casting, Deep Attunement, Raw Channeling, Efficient Channeling, Efficient Harnessing, Cautious Harnessing, Improved Memory and Magic Theorist.
You have 64 spell slots available.
You are currently set to recognize known spells when prepared by someone else in the area. (Use SPELL RECOGNIZE OFF to change this.)
You are currently set to display full cast messaging. (Use SPELL BRIEFMSG ON to change this.)
You are currently attempting to hide your spell preparing. (Use PREPARE /HIDE to change this.)
You can use SPELL STANCE [HELP] to view or modify your spellcasting preferences.
>pre gg
You have no idea how to cast that spell.
>pre gg
You have no idea how to cast that spell.
>pre gly gift
You have no idea how to cast that spell.
>
>r spell
>
The fluid black-inked script on the ragged flame-singed parchment page of your spellbook reads:
~Blood Staunching~
The Blood Staunching spell temporarily halts the flow of your blood, keeping you from bleeding to death during that time. In addition, you can pre-cast the spell as a preventative measure in case you begin bleeding. If you attempt to replace a cast of the spell and have wounds that would otherwise be bleeding, they may resume bleeding again for a few moments as the fresh cast of the spell takes effect.
This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast on yourself. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it.
To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilties as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn.
Before you can learn this spell, you must know Heal Scars. It will also cost one spell slot.
Unfortunately, sections of the page make references to spells you don't know.
Roundtime: 5 Sec.
>invoke spell
The a parchment page crumbles away in your hands!
>pre bs
You have no idea how to cast that spell.
>pre blood staunching 35
You have no idea how to cast that spell.
>pre b s 35
You have no idea how to cast that spell.
Before you can learn this spell, you must know Ease Burden. It will also cost one spell slot.
Unfortunately, sections of the page make references to spells you don't know.
Roundtime: 5 Sec.
>invoke spell
invoke spell
...wait 1 seconds.
>
There's no point in invoking the page since you already know the Strange Arrow spell.
>invoke spell
The a parchment page crumbles away in your hands!
_________________________________
An agonizing pain fills you as you feel your tongue turn to powder in your mouth! Through a haze of uncertainty and loss, you realize that something you just said was very wrong.