Boost in Power
As a pure spellcasting class, Percii gains incredible boosts every 4 levels as the pool of spells available grows. Additionally, as a Magician, we get new pets that can be summoned that are more powerful than the level you initially get them.What this means is in one more level our options on where to go and explore will expand considerably.
As it stands right now Percii is doing the rounds at the Kobold camps culling the army and gaining experience rapidly. She is now at level 7 and selling the random drops to fund our next spells.
For this update I wanted to talk about some of the spells we will get, and set up where we will be going next.
Pet Spells
Elementalings (Air, Water, Fire, Earth)
There isn’t any major utility changes between these pets at this level - they still have their innate abilities. Instead they now will summon in the level ranges of 6-9, and all but the fire pet will have the innate abilities to Bash and Kick.
Bash is great because it can be used to interrupt enemy spellcasters. We have run into a handful so far, like the Kobold Shaman, but as we go further into the world of Norrath, spell casting enemies become a huge threat. They have virtually unlimited mana pools and can drop just about any spell on you from direct damage spells to status effects like blind. Having this on our pets can help mitigate some of these things.
Kick is another ability that will just add basic damage to our pet, making them even more melee capable.
Renew Elements
This is actually a non-launch spell that was introduced in the Kunark expansion. It is a direct healing spell that we can cast to heal our summoned pet allowing them to stay alive even longer in tough fights. Typically their natural regeneration is enough that this is a limited use spell.
Damage Spells
Flame Bolt
This is a direct damage spell, with a twist. Much like our Flare spell it is a projectile based cast that needs to have direct uninterrupted line of sight. It does good damage for the level, and has a long range. However there are times that another enemy could walk in front of the projectile as it is traveling and catch it instead…. Usually leading to disastrous results
Shock of Blades
This is a direct damage spell, but does Magic damage instead of FIre. This can be useful if there are enemies with resistances to fire, and also is not a projectile based spell. However, it’s range is about ⅔ that of Fire Bolt.
Summoning Spells
Dimensional Pocket
This will summon a NO RENT backpack that has 4 item slots that can accommodate items up to the ‘Giant’ size, which I believe is the largest individual item size. However, because it is NO RENT it (and all of its contents) will disappear on logout. The other great thing about this is dimensional pocket reduces the weight of any item placed in it by 100%. As a reminder, every character has a Strength score that limits the amount they can carry without Agility and movement speed penalties. A 4 slot bag isn’t phenomenal right now, but as we get higher in level we will have even larger bags.
Eye of Zomm
A really interesting spell. This will summon a small NPC that looks like an eyeball, and after a few moments your view and control switches to this eye. It can be useful for scouting and getting into odd areas, but it maintains the same faction as the caster. What this means is that if you get within the aggro range of an enemy it will attack the incredibly weak eye, and as soon as it dies and control is returned to your body the enemy will beeline for you picking up any social monsters on the way causing a train that will ruin your day and the day of anyone near you. There are some better players than me who have utilized this spell to do complex pulling of monsters in a zone, but we will not be setup for that.
Staff of Tracing
Much like our summon Dagger this is our next weapon tier. Instead of a single handed weapon this is a two handed blunt. Could be fun for raising our skills, and using it’s built in ability to cast the Flare spell, but otherwise…. Not sure if I have a major use for it. Any EQ Vets have some stories?
Utility Spells
Invisibility
Does what it sounds like! We will be using this spell a lot in order to see if I can capture some interesting pictures as we explore new zones.
WITH THAT SAID, this is an incredibly dangerous spell. First, when we cast it our pet will immediately disappear. Second, it can break randomly at any time during the spell duration (which starts at about 10 minutes or so). Third, undead can always see invisible, and many higher level zones have NPCS with the See Invisible spell that they will cast on themselves and others. We can use our
/con
ability judiciously and make sure that everything around us reports back as ‘Indifferent’, meaning they can’t see us.Much like D&D where the bulk of this game was based on, Invisibility breaks in a lot of situations. Attacking, looting corpses, casting spells, etc. will automatically break it.
Long story short, there will be some funny/tragic outcomes from this spell.
Lesser Shielding
This is our first upgrade from our level 1 self buff spell. Adds some Armor Class, and Hit Points. While nice, if I am in combat directly I am probably going to die even with this applied.
Shield of Fire
One of the most popular Magician buffs. This applies a damage shield to the target that returns 5 points of fire based damage to the attacker. We can cast this on our pets as well (except our Fire Elemental who has an innate version).
This is a lot of spells to look forward to… but we gotta grind out for another hour or two before we can get to 8th level and enjoy them.
Once we get there though… onwards to the stronghold of Clan Crushbone, the low level dungeon on Faydwer. Our next post will be a deep dive into this incredibly popular place!
NPC Spells
One of the things I really like about EverQuest that I don’t see a lot of modern MMO’s is that just about any spell that a player can cast, an NPC can cast as well.The first time this happened to me was outside Clan Crushbone against their shamans. They have the ability to cast Blindness practically at will. This will completely black out your entire screen during the duration of the spell. The first time this happened to me I thought that my monitor had died - I could still hear everything but see nothing. It disappears within 30 seconds or so (usually) but it can completely wreck your combat if you panic.
Another common one that enemies can cast is the Fear spell. This will cause you to turn and run in a random direction for the duration of the spell. This can either stick you in a corner for a bit, or in the worst case it can send you through other spawn areas, getting aggro, and then dying horribly.
And the last and worst? Charm. Nothing like having the shadow knight or warrior holding aggro, and then they turn around and start attacking the healer.