| Section 1: Introduction to
Extended Documentation
The intricacies of the Scroll Infusion spell can be
difficult to grasp. It's among the most complicated
of Elanthia's magic, and proper training is only a baseline
requirement for usage. While this document isn't intended
to be a fully comprehensive guide to the spell, it should
serve as a basis for further research incentives that
will eventually lead to mastery.
This document will assume that its readers begin with
little or no understanding of Scroll Infusion and progress
into more complex explanations as they read through.
It's recommended that each section be read lightly at
first to get a grip on basic spell usage and technique
and then re-read as you become more familiar with the
workings of the magic.
The basic requirements to begin using Scroll Infusion
are ink, a cup of water, a brush, a prepared item on
which runes may be scribed, and a fresh scroll. These
materials are available in alchemist's shops across
Elanthia for a reasonable cost.
It's also recommend that an infuser acquire backroom
access to the General Store in Wehnimer's Landing, as
the smooth stones there will prove useful. Once you
have these materials, you can take the first step towards
infusing a scroll, which is to prepare an item to receive
a rune. Conversely, one may also buy complete runestones
second-hand or from wandering merchants.
Section 2: Runestone Creation
and Types
Runestone Creation
Runestone creation is a fairly simple procedure,
and can be done in one of two ways. A sorcerer may purchase
runestones that are already prepared for scribing from
an alchemist shop or wandering merchant, or they may
prepare an item (like a smooth stone) for scribing themselves
by pouring an aish'vrak potion on it. Once they have
a prepared item, they'll need to be holding a brush
and ink, and DIP MY BRUSH IN MY INK. Then DRAW
[rune name] RUNE ON MY [stone/shard/etc.] WITH MY BRUSH
while holding the prepared item and the brush.
How perfectly a rune is scribed onto an item has no
impact on its effectiveness. The number of charges that
a runestone will yield is dependant on the rune that
is scribed. The value of the canvas has no effect on
the quantity of its charges, but charge levels of runestones
already prepared or scribed by certain merchants may
vary.
From here on out, any item scribed with a rune will
be referenced as a "runestone".
A sorcerer learns all of the runes needed for Scroll
Infusion when they learn the spell (714). Without it,
they won't have any of them. Five or more ranks of Arcane
Symbols are required to read the full set of runes.
Anyone may check the runes they know by typing RUNE
for usage, or RUNE COMMON.
Runestone Types
A full list of common runes that a sorcerer may learn
follows:
Common Runes:
ag'loenar |
beiron'fyn |
erikar'fyn |
grik'tyr |
ikar'fyn |
lorae'tyr |
odeir'cos |
quiss'fyn |
shien'tyr |
vakra |
wy'zio |
|
Not all of these runes are for use with Scroll Infusion
-- some are used with Minor Summoning. Those that are
relevant to infusion are listed below, along with their
properties and the number of charges an aish'vrak-prepared
item will hold when scribed with the rune.
| beiron'fyn |
|
WAVE at a scroll to unlock one spell
5th level or lower for 5 potential charges (6 charges) |
| erikar'fyn |
|
WAVE at a scroll to unlock one spell
10th level or lower for 10 potential charges (6
charges) |
| ikar'fyn |
|
WAVE at a scroll to unlock one spell
15th level or lower for 15 potential charges (6
charges) |
| quiss'fyn |
|
WAVE at a scroll to unlock one spell
20th level or lower for 20 potential charges (6
charges) |
| odeir'cos |
|
WAVE at a scroll to get a detection readout
(50 charges) |
| ag'loenar |
|
hold in a free hand to INFUSE mana into
a linked scroll held in your other hand (50 charges) |
| wy'zio |
|
this rune allows a player to forget a known unique
rune (3 charges) |
| dikar'fyn |
|
this rune is not yet available to players, but
is slated to be able to unlock one spell 25th level
or lower for 25 potential charges |
When all of the charges on a runestone are used up,
it will crumble to dust. Make sure that you don't use
the last charge if you're particularly attached to a
runestone and plan on using it for infusing! No way
exists for sorcerers to determine how many charges are
left in a given runestone, so pay attention.
Section 3: Runestone Usage
The Unlocking Runes - beiron'fyn, erikar'fyn,
ikar'fyn, and quiss'fyn
Once an infuser has purchased or created the appropriate runestone, it's time to begin using it on a fresh scroll. The core element of scroll charging
is unlocking. A spell on a scroll is either locked or
unlocked. Unlocked spells can be charged, while locked
spells cannot.
Spells on a scroll can't ever be unlocked if the scroll
has ever been INVOKEd or INFUSEd,
or if it has been ruined for unlocking due to a failed
INFUSE or WAVE attempt, or if it has
reached its infusion capacity (explained in detail in
Section 4). Some merchant-sold scrolls or scrolls that
have received specialty work such as charging or combining
cannot be unlocked due to their complex nature.
Unlocking a scroll is a simple procedure. While holding
the scroll to be unlocked and a runestone, WAVE
MY [stone/shard/etc.] AT MY [scroll/vellum/etc.].
Assuming the type of runestone being used can unlock
at least the lowest level spell on the scroll, the user's
skills will be checked against the difficulty of the
spell and the overall scroll. On a success, one qualifying
spell on the scroll will unlock.
Some examples of unlocking attempts follow:
1.) Using a beiron'fyn runestone to unlock spells on
a scroll with 303, 308, and 318 on it. Beiron'fyn can
only unlock spells level 5 or lower for up to 5 charges,
so the only qualifying spell is 303. A WAVE attempt
would always try to unlock 303. Using an erikar'fyn
instead would successfully unlock 303 for up to 10 charges
and additionally could unlock 308 for up to 10 charges.
A quiss'fyn would be required to unlock 318.
2.) Using an ikar'fyn runestone to unlock spells on
a scroll with 215, 318, and 219 on it. Ikar'fyn can
only unlock spells level 15 or lower for up to 15 charges,
so the only qualifying spell is 215. A WAVE attempt
would always try to unlock 215. A quiss’fyn would
be required to unlock 318 and 219.
3.) Using a quiss'fyn runestone to unlock spells on
a scroll with 502, 515, and 503 on it. Quiss'fyn can
unlock all spells level 20 and lower, so all of the
spells on this scroll qualify. Three WAVEs of a quiss'fyn
rune would allow an infuser to put up to 20 charges
in 502, up to 20 charges in 515, and up to 20 charges
in 503.
It's important for novice infusers to keep in mind
that unlocking a spell does not automatically bring
it to its charge potential. For example, unlocking 202
with a quiss'fyn runestone allows that spell to hold
up to 20 charges at any given time, but does not bring
the spell to 20 charges. For that, the scroll will need
to be charged, which is covered in Section 4.
The more charges that a particular runestone unlocks
for, the harder it will be to use that runestone. For
example, unlocking 303 with a beiron’fyn runestone
will unlock the spell for five charges. Using a quiss’fyn
runestone will unlock it for up to 20 charges, but it
will be harder to do so even though both are unlocking
a level 3 spell.
The Detection Rune - odeir'cos
An odeir'cos runestone can be WAVEd
at a scroll to give a readout of each spell on the scroll.
The information includes whether or not the spell is
unlocked, how many charges are remaining, and how many
charges could potentially be added.
An example usage of an odeir'cos runestone:
>wave my stone at my papyrus
You wave your stone at a scrap of faded papyrus.
As the stone passes over the scroll, you sense:
(501) Sleep with many charges remaining and the potential
to add one charge.
(907) Major Cold with many charges remaining and the
potential to add no charges.
(901) Minor Shock with many charges remaining and the
potential to add no charges.
(911) Mass Blur with many charges remaining and the
potential to add a couple charges.
(906) Minor Fire with many charges remaining and the
potential to add no charges.
(402) Presence with many charges remaining and the potential
to add no charges.
Cast Roundtime 3 Seconds.
If a spell is followed by a "potential to add"
descriptor, that spell is unlocked. If no descriptor
is present, the spell is not unlocked. Odeir'cos won't
give information on whether or not a spell can be unlocked,
just whether it is or isn't.
For reference, there are six indicators for the charge
levels displayed by odeir'cos:
| one charge |
|
1 charge |
| a couple charges |
|
2 charges |
| a few charges |
|
3-5 charges |
| a number of charges |
|
6-10 charges |
| many charges |
|
11-19 charges |
| very many charges |
|
20 charges or more |
Odeir'cos runestones, aside from displaying some interesting
information about your scroll, have some practical uses.
The most beneficial is probably to determine what spell
was unlocked with a WAVE of a runestone. The
fewer spells that are unlocked on a scroll, the more
of its infusion value is available to go towards the
other unlocked spells. Since qualifying spells are unlocked
randomly on a successful WAVE, there's no way
to indicate which one gets unlocked. Using an odeir'cos
runestone on the scroll after each success will at give
information on what was unlocked.
Example: a scroll scribed with 202, 207, and 318. The
infuser would like to maximize the lifespan of 318 by
ensuring that the scroll's infusion capacity (explained
in more detail in Section 4) isn't reduced by charging
202 or 207. They would WAVE a quiss'fyn runestone
at the scroll hoping to unlock 318. After each success,
they'd then WAVE an odeir'cos runestone at
the scroll to see if 318 was unlocked. If so, they would
not unlock other spells.
Another practical use for odeir'cos is helping to monitor
charge levels. Through experience, an infuser will come
to know how many charges they can safely put into various
spells. As the limits of their ability are pressed,
it's a wise idea to stop trying to fit more charges
into a spell. Infusing close to charging limits increases
the chances of a scroll locking and being ruined for
future infusions.
The Charging Rune - ag'loenar
The ag'loenar rune has only one use, and that
is to serve as a channeling device for mana going into
a scroll. Mana cannot be INFUSEd into a scroll
unless the infuser is holding an ag'loenar runestone
in their other hand and the scroll is linked to them
by having cast 714 at it prior to infusing. Provided
they have enough mana to make an attempt, each one (regardless
of outcome) will drain 1 charge from the ag'loenar runestone.
WAVE Results
Success with a detection rune is automatic
and has no skill check. Success with runes that unlock
a spell is dependant on training in Arcane Symbols and
Magic Item Use, Aura and Wisdom bonuses, knowledge of
the spell or sphere, spell level, and rune difficulty.
Unlocking in a magical workshop is easier than unlocking
outside of a workshop. Magic Item Use is more important
than Arcane Symbols for purposes of unlocking.
Success
A success indicates that one spell on the scroll
was unlocked.
>wave my stone at my scroll
You wave your stone at an aged scroll.
The smooth stone vibrates and beings to glow. You sense
that the scroll has somehow been altered.
Cast Roundtime 3 Seconds.
Minor failure
Minor failures will never damage the stone
or the scroll, but they will waste one of the runestone's
charges. They most commonly occur when an infuser tries
to unlock a scroll that either can't be unlocked or
all of its spells are already unlocked. Refer to the
beginning of Section 3 for reasons why a scroll might
not be unlockable.
This failure may also simply mean an infuser had poor
luck on that the attempt, or that none of the spells
on the scroll qualify to be unlocked with the runestone
that was used -- i.e., this message would result if
an erikar'fyn runestone was used on a scroll that doesn't
have any spells level 10 or lower.
>wave my stone at my papyrus
You wave your stone at a scrap of faded papyrus.
The smooth stone shakes slightly, but nothing happens.
Cast Roundtime 3 Seconds.
Major failure
There are two types of major WAVE failures.
One type may damage the stone, the other may damage
the scroll. Both of them involve a white aura surrounding
the stone or scroll on a WAVE attempt and waste one
of the runestone's charges.
Major failures can ruin the stone for further use,
ruin the scroll for further unlocking, or lock any unlocked
spells on the scroll. Combinations of these negative
effects can happen on a single major WAVE failure.
>wave my stone at my palimpset
You wave your stone at a dark palimpsest.
The smooth stone is momentarily surrounded by a dim
white aura.
Cast Roundtime 3 Seconds.
Catastrophic Failure
Catastrophic failures will destroy the stone and the
scroll. Additionally, they will often engulf anything
nearby (like novice infusers) in agonizing, fiery death.
Catastrophic failures can only occur when attempting
to unlock a spell on a scroll.
>wave my stone at my scroll
You wave your stone at a torn scroll.
The smooth stone explodes in a flash of blue flame as
it passes over the torn scroll, destroying it.
<fiery death here>
All types of failures will result as an infuser undergoes
the process of becoming familiar with their limitations.
Section 4: Charging and Infusion
Capacity
Charging
After one or more spells on a scroll are unlocked, they
can receive charges. The maximum number of charges an
instance of a spell can hold at any given time is dictated
by the type of runestone used, as covered in Section
2. If a spell is unlocked and already has more charges
than the runestone limit, the spell will not be chargeable
until it has fewer charges than that limit.
To begin charging a scroll, PREPARE 714 and
CAST AT MY [scroll/vellum/etc.]. If there are
(or were, at some point) unlocked spells on the scroll,
the infuser will establish a link to the scroll which
will last a few minutes:
>prepare 714
You begin drawing a faint, twisting symbol while softly
intoning the words for Scroll Infusion...
Your spell is ready.
>cast at my scroll
You gesture at a faded scroll.
You focus your mind on the faded scroll and form a link
with it.
Cast Roundtime 3 Seconds.
If the scroll does not have and has never had any unlocked
spells, the spell will misfire:
>pre 714
You begin drawing a faint, twisting symbol while softly
intoning the words for Scroll Infusion...
Your spell is ready.
>cast at my scroll
You gesture at an aged scroll.
Your spell misfires.
Cast Roundtime 3 Seconds.
Note that even though a link can be established with
scrolls that once had unlocked spells but do not at
the time of the cast, nothing can be done with them.
Mana going into a scroll with no unlocked spells will
dissipate in the same fashion as it would going into
a fully charged scroll, so using an odeir'cos runestone
prior to charging is usually a wise idea.
Once a link is established, the scroll may receive
mana (charges) until the link dissipates. Mana is randomly
channeled into one of the unlocked spells on the scroll.
The amount of mana drained for a given spell on an infusion
attempt is largely based on the spell’s level
and sphere (magic that sorcerers do not have knowledge
of, such as mentalist magic, require more mana to charge).
High levels of Mana Control training (spiritual and
elemental) will reduce the mana required.
The infusion syntax is INFUSE MY [scroll/vellum/etc.]
while holding a linked scroll in one hand and an ag'loenar
runestone in the other.
Mana doesn’t always go into a scroll on a 1-to-1
ratio, and if the sorcerer is infusing spells that he
doesn’t know, it will often cost more mana. An
infuser will never be able to put more mana into a scroll
than they have available, as a safeguard.
Scroll Infusion only charges one a spell at a time.
If an infusion brings any spell on the scroll to its
maximum charge level, the scroll will need to be infused
again to charge the other spells regardless of the infuser's
skill level. Even with 200 ranks of Arcane Symbols,
two infusions would still be needed to bring two spells
to their maximum charge limit. If there are six drained
spells on a scroll, then six infusions are needed, etc.
The closer to an infuser's skill limits a spell goes,
the fewer charges they'll be able to add in a single
infusion. So if a scroll has 219 on it and it has 1
charge remaining, multiple charges of 219 will go into
the scroll in a single infusion provided they have enough
skill. As an infuser draws closer to their skill limit,
fewer and fewer charges will go into the spell per infusion.
Eventually, this will drop to only one charge per infusion,
then infusions will begin to fail, and finally the scroll
will be locked and ruined. It's wise to stop before
then.
Charging limitations are fairly hard-set. While an
infuser may be able to exceed their safe limits and
put an additional charge or two into a scroll simply
by getting high rolls on the INFUSE attempt,
the possibility of this continuing will quickly drop
dramatically.
Infusion Success
The success of an infusion is dependent on Arcane Symbols
skill, knowledge of the spell or spell sphere being
charged, training in the relevant spell spheres (i.e.
Minor Elemental for elemental sphere spells, and Minor
Spirit for spirit sphere spells), sorcerer spell ranks,
quality of the unlocking rune used, and number of charges
the attempted spell already has.
Mana Control does not help infusion succeed but does
reduce the mana cost necessary for a given spell. Infusing
in a workshop garners a bonus to success.
Quality of Runes
The harder unlocking runes are considered better quality
and provide bonuses to the infusion process. Generally,
those runes which unlock scrolls for more charges are
harder to use but will provide larger bonuses to infusion
success.
For example, unlocking a level 5 spell with the beiron’fyn
rune will be easier than unlocking it with the erikar’fyn
rune, but unlocking it with the erikar’fyn will
subsequently make infusing the spell easier.
Infusion Capacity
Finally, the explanation on infusion capacity promised
in Section 2.
Every scroll suffers wear and tear during the infusion
process. Any charges added to that scroll will decrease
its infusion capacity until it reaches 0, at which point
the scroll will "wear out" and lock permanently.
The maximum infusion capacity of a scroll is a function
of its value, and that value is commonly based on the
level of the spells on the scroll (more higher level
spells = more infusion capacity). Merchant-sold scrolls
may have higher innate values. The amount of wear and
tear that a scroll suffers depends on the spell being
infused. More sought after spells will generally drain
value quicker than more common ones. Those higher level
spells that add infusion capacity also drain that capacity
faster.
Infusion capacity is better illustrated in the following
example.
If a scroll has 202 and 219 on it, infusing 219 will
cause the spell to “wear out” much quicker
than infusions of 202. However, the scroll may begin
with a larger infusion capacity than one that just contained
202 and 101. While charging 101 will use up relatively
little of the scroll’s value, it will likely not
begin with as high a value as a scroll with 219 on it.
However, scrolls generated by the treasure system do
vary in their values so a lot of randomness factors
into this.
This is why it's ideal to try to unlock only the spells
that will be used. If spell X is infused, that takes
up infusion value that could have gone into spell Y.
If spell X is not needed by the sorcerer it is best
not to unlock it as it will inevitably eat up value
as it randomly gets charged.
Remember from Section 2 that the spell a runestone
unlocks is random, so there's no way to control which
spell gets unlocked in the above example. Sometimes,
however, prudent use of runestones can assist:
Example, a scroll scribed with 217, 216, and 215. An
infuser wants to get the most out of 215. It wouldn't
be a good idea use a quiss'fyn rune on the scroll, because
that might potentially unlock 217 and 216. It would
be wiser to use an ikar'fyn rune on the scroll, which
would only be able to unlock 215 and not run the risk
of unlocking 216 or 217.
INFUSE Results:
No runestone
This is probably the most common and confusing result
for novice infusers, so we'll get it out of the way
first. It indicates that you're trying to infuse a
scroll without holding an ag'loenar runestone in your
other hand.
>infuse my scroll
You concentrate on infusing the scroll, but lose your
focus.
Success
A success indicates that one or more charges were
added to an unlocked spell on the scroll.
>infuse my vellum
You focus on a smooth stone, channeling your mana
through it. Soon, an infusion of mana leaps from it
to the strip of vellum. The vellum glows dimly for
a moment.
Cast Roundtime 3 Seconds.
Dissipation
If mana dissipates on an infusion attempt, then the
scroll doesn't have any unlocked spells on it to receive
mana, or all of its spells are fully charged. Continuing to infuse when mana begins dissipating will never harm the scroll, but it will waste charges of the ag'loenar runestone.
>infuse my vellum
You focus on a smooth stone, channeling your mana
through it. Soon, an infusion of mana leaps from it
to the torn vellum. The mana dissipates.
Cast Roundtime 3 Seconds.
Not enough mana
The minimum mana required for an infusion is equal
to one charge of the spell that is randomly chosen
for infusion. If the infuser doesn't have that, this
results. This result will not drain a charge of the
ag'loenar runestone.
>infuse my scroll
You don't have enough mana.
Cast Roundtime 3 Seconds.
Minor failure
Minor failures won't damage the scroll in any way,
but it won't add charges either. They generally indicate
that the charge level of a spell that tried to receive
mana is at or near the infuser's skill limit, though
these failures can also be the result of poor luck.
Continue attempting to infuse at the scroll's risk.
>infuse my scroll
You focus on a smooth stone, channeling your mana
through it. Soon, an infusion of mana leaps from it
to the dark scroll. You strain to harness the mana
and focus it into the dark scroll, but fail.
Cast Roundtime 3 Seconds.
Major failure
Major infusion failures will not only fail to add
charges, but they'll also permanently lock the scroll.
They most commonly occur when an infuser attempts
to push the charge limits of a spell beyond what their
skills allow, though they can also happen as the result
of very poor luck.
>infuse my scroll
The scroll is momentarily surrounded by a bright white
aura.
Cast Roundtime 3 Seconds.
Wearing out
When a scroll's infusion capacity reaches 0, it will
wear out and lock permanently. This is the check on
the power of Scroll Infusion, ensuring that no scroll
lasts forever. Note that mana will be infused into
the scroll when it wears out, it'll just be the last
that the scroll ever receives.
>infuse my scroll
You focus on a smooth stone, channeling your mana
through it. Soon, an infusion of mana leaps from it
to the crumpled scroll. The scroll glows dimly for
a moment, and then grows cold.
Cast Roundtime 3 Seconds.
Section 5: Further Research,
Questions, and Acknowledgements
This document has hopefully provided some guidance
to novice and experienced infusers alike. It isn't absolutely
comprehensive, but it does cover a significant range
of relevant information regarding Scroll Infusion.
In the end, though, no guide is going to teach what
experience will, so this document isn't intended to
replace the subtleties and nuances that can only be
learned in the field. The spell system is intensely
complex and by far one of the most powerful and beneficial
magics that sorcerers have ever known.
Further questions about Scroll Infusion should be brought
to the Sorcerer profession folder of the GemStone IV
Forums.
There are also a few acknowledgements to be made. These
individuals have written guides, gone through hours
of testing, and consistently given their insight to
novice infusers since the spell came out in Gemstone
IV Alpha. They are, in no particular order: Hadiar,
Nershyve, Avaia, and Caladrial.
Good luck. You're probably going to need it.
-Mekthros
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