Spells and changes over the years on 06/27/2008 12:18 PM CDT
Links-arrows 1
Reply Reply
Lost Spells (fill in any gaps and/or correct information or old spells I forgot about)

Spell Name Spell slot
Stun Cloud 904
Death Cloud 913
Firestorm 914
Unpain 510
Telekinetic Disarm 519
Personal Blurs (don?t recall the exact name) 503
Elemental Refraction 905
Major Sleep 520
Slow II (that was a spell, or am I remembering wrong?) 514 or 512?
Haste II 514 or 512?


Changed Spells

Spell Slot Changes (Good and/or Bad)
420 Recently ?un-bugged? ? now high(er) chance of failure - age based instead of skill based, from what it seems to me
920 removed the ?SUMMON? verb and replaced it with needing to spend extra time and mana to try and get a familiar you like and even more time and mana (and money? I haven't bothered with this spell much since it was changed) to try and be able to bind a certain type of familiar to a binding familiar stone. They also added some new verbs and ability to hold familiars. Shorter spell duration and the refresh time is even worse; I feel that the cons do not out weigh the pros for this spell.I feel they're taking things a step backwards in terms of usefulness. Yeah sure, they've added some flash to the cover, but that doesn't make up for the inner workings.
925 adjusted to only allow 7x (higher with merchant won enchanting potions), made simpler to follow and less mana intensive. No more Mana Parties, most old workshops unused/obsolete
401/406/414/419 no longer provide TD bonus to spirit based spells - unless they never did....I don't recall
915 was turned off for a bit, then wizards allowed to learn the spell at the alchemist when they earned the spell via training to 915, ability for the spell to fail even on a successful cast (not sure if this is a new edition or part of the spell from the start)
417 no longer able to remove enchantments from items (good and bad, in my opinion)
418 removal of earthnode (good and bad)
425 bonus changed, capped at level
430 bonus changed, capped at level
501 duration changed and able to cast on any level creature and still be useful
504 duration changed - way too much air lore required to get good utilization out of this spell
506 Increased benefit from self-cast - bonus if skilled in MjE spells and/or Air Lore
513 MeleeAS penalty increased from -20 to -40? (I swear it used to be -20), increase in bolt AS with more MjE spell ranks
516 Reduced benefits seen if used before you're cool-down is up
517 Spell nerfed beyond much use, if you ask me..this spell mostly left for the capped and well trained for charging wizards
518 removal of AOE harm on NPC (this irritates me, I wish they?d change it back)
901/910 if used in a room with standing water, caster and others in room can get hurt from backfire
907/908 ability to do splash damage - con = MOC required to gain good use
917 ability to hit multiple targets
919 Duration changed to flat 60sec a cast - non-stackable - self cast only???
930 Made to work more so based on your Elemental Mana Control instead of level (good move here)


New Spells

904, 905, 914, 435, 503, 505, 510, 512, 514, 519, 520, 540

Please add/remove anything that is wrong or add anything I have missed. I don't remember all the changes from the past, all of this is from memory so there are bound to be errors. I think it would be nice to have a list of how things have changed. I also thought this might give a good idea of the good changes versus the bad changes that have taken place. I didn't sort anything out that I considered good or bad (for the most part), I just listed as much info as I could remember.

-Drumpel

Feel free to browse my shop in Solhaven (http://playershops.com/Kurut)
Reply Reply
Re: Spells and changes over the years on 06/27/2008 01:00 PM CDT
Links-arrows 2
Reply Reply
<<930 - Made to work more so based on your Elemental Mana Control instead of level (good move here)

Based on BOTH elmental mana control and wizard spell ranks. I have this gut feeling that wizard spell ranks plays a heavier role, too.


-Adam
Reply Reply
Re: Spells and changes over the years on 06/27/2008 01:13 PM CDT
Links-arrows 3
Reply Reply
<<930 - Made to work more so based on your Elemental Mana Control instead of level (good move here)
Based on BOTH elmental mana control and wizard spell ranks. I have this gut feeling that wizard spell ranks plays a heavier role, too.
-Adam


Based on my own anecdotal evidence, I would agree with that assessment. At level 36, my wizard was doubled in EMC (72 ranks) and died almost every time she cast Familiar Gate. Since she's gotten her wizard ranks to level, she rarely fails. When she does, it's mostly rank 1 wounds, sometimes rank 2 with a stun. She hasn't died since getting Wizard ranks to level. I stopped training her in EMC at 36 because I couldn't really see the point.

So there you have it! A reason other than enchanting for wizards to train at level in the Wizard circle!

wyn
Reply Reply
Re: Spells and changes over the years on 06/27/2008 01:16 PM CDT
Links-arrows 4
Reply Reply
The name for 903 used to be just "Blur", then 911 was "Mass Blur".
Reply Reply
Re: Spells and changes over the years on 06/27/2008 01:21 PM CDT
Links-arrows 5
Reply Reply
>I stopped training her in EMC at 36 because I couldn't really see the point.

Side point - EMC helps with 540. Adds the the chance of a reversion.

Back to your thread.

Reallia's Roleplaying Ramblings

http://www.angelfire.com/rpg2/rp1/GemstoneRp.html

>Hey, you've gotta know all the rules first before you can start to break them. -Alisaire
Reply Reply
Re: Spells and changes over the years on 06/27/2008 01:22 PM CDT
Links-arrows 6
Reply Reply
>401/406/414/419 | no longer provide TD bonus to spirit based spells - unless they never did....I don't recall

They used to provide TD defense, before the major upgrade to them.


>907/908 | ability to do splash damage - con = MOC required to gain good use

Actually, as Xatier had explained it a while ago, MOC does not really help here. What helps more is the proper training in respective lores, such as fire for 908, and I believe water for 907. MOC only helps the lower-end number, but does nothing to help the higher-end number. Lores will increase the probability of higher number of targets hit regardless of your MOC training.

Zizzle

The Elementalist
Reply Reply
Re: Spells and changes over the years - Splash damage tangent on 06/27/2008 01:28 PM CDT
Links-arrows 7
Reply Reply
>Actually, as Xatier had explained it a while ago, MOC does not really help here. What helps more is the proper training in respective lores, such as fire for 908, and I believe water for 907. MOC only helps the lower-end number, but does nothing to help the higher-end number. Lores will increase the probability of higher number of targets hit regardless of your MOC training.

I had thought that there are two rolls, the first being how many you can hit, and the second being how many you do hit. I had believed that the first roll is affected by lore, while the second is affected by MoC. If that's true, unless you roll a 1 on the first roll, MoC will bump up the second roll. Is this not true?

Reallia's Roleplaying Ramblings

http://www.angelfire.com/rpg2/rp1/GemstoneRp.html

>Hey, you've gotta know all the rules first before you can start to break them. -Alisaire
Reply Reply
Re: Spells and changes over the years - Splash damage tangent on 06/27/2008 01:45 PM CDT
Links-arrows 8
Reply Reply
<lore + MOC discussion... again> -- Zizzle & Reallia

I have got to post this crap on Krakiipedia, because re-writing it is getting tiresome. :)

.

Zizzle, you are correct: Lore increases your potential hits so the "payoff" in more hits is greater there.

However, if that first die-roll is a 1, ain't no amount of training in nothing going to have any effect at all: a sucky roll is a sucky roll. Period.

(It's just that, without Lore, your odds of a 1 are one-in-eight [base range is eight], whereas with Lore your odds of a 1 can be one-in-twenty-seven [normal training limits in Lore can add up to +19 targets]; ranks of Lore means that--generally speaking--you are going to see an actual "1" a lot less frequently.)

.

Reallia, you are correct: there are two rolls.

Once that first die-roll tells you how many you might hit, the second die-roll tells you how many of them you actually do. It is this roll to which MOC adds.

If you have a ton of Lore, you can get two rolls: 27, and 1.
Actual number of splashed critters? 1

.

This is why I usually recommend a fairly modest investment in both skills, to maximize damage.
- I think it's something like fifteen (15) ranks of Lore for +5 targets to the splash (possible range is 1-13, compared to the base of 1-8).
- If you have only five (5) ranks of MOC, then you can get that second swing with a melee weapon; ten (10) ranks of MOC offsets one entire opponent for FvF [Force vs. Force] comparisons of being outnumbered.

More than 150% the number of possible targets for 15 ranks of Lore? Sure, sign me up.

I get safer, and more dangerous splashes? Sure, sign me up.
Reply Reply
Re: Spells and changes over the years on 06/27/2008 03:04 PM CDT
Links-arrows 9
Reply Reply
The name for 903 used to be just "Blur", then 911 was "Mass Blur".




Doesn't look like anyone's corrected this yet so...

<Puts on his robe and e-police hat>

You mean 503 was blur.

Dgry
Reply Reply
Re: Spells and changes over the years on 06/27/2008 03:24 PM CDT
Links-arrows 10
Reply Reply
>919 Duration changed to flat 60sec a cast - non-stackable - self cast only???

Can be cast on others. Not a bad change at all in my book. Spelling myself up got tons easier and it really has not effect as I don't "Need" the spell anymore.
Reply Reply
Re: Spells and changes over the years on 06/27/2008 03:39 PM CDT
Links-arrows 11
Reply Reply
<<Actually, as Xatier had explained it a while ago,

I explained that? Must been an off day - I usually just tell people to wait for Krakii to post it, since he explains it very well.

And yes Robert, go post it on your pedia namesake.


Xatier

Richard the Mayor of a Little Village up the Coast "I'm a Bearlock now."
Reply Reply
Re: Spells and changes over the years on 06/27/2008 04:41 PM CDT
Links-arrows 12
Reply Reply
Heh; I was just going off the list that SomebodyOrOther posted; I had totally forgotten about them being in different lists. (That always kind of puzzled me...)

Then again, the original list didn't mention that Guard III and Mass Guard used to be different spells, either; the Open Essence list [Minor Elemental] could therefor provide a total of 5+10+25+25+<level> == 65+level defense, if you knew up through Guard True (the 30th level spell/Elemental Barrier).
Reply Reply