VanguardSaga of Heroes Archive

Guides · Abilities

The Sorcerer's spells, January 2007

originally published by Graffe's Gaming Forums, Vanguard board · 2,344 words

A list by level from the week before launch, with what the conjured rings do. A developer replies in the thread that the roman numerals were placeholders and real names were coming, which is why some of these names no longer exist.

A list by level from the week before launch, with what the conjured rings do. A developer replies in the thread that the roman numerals were placeholders and real names were coming, which is why some of these names no longer exist.

Written on Graffe's Gaming Forums, the Vanguard board that the site's EverQuest wizards moved to, between 2007-01-06 0 and 2007-01-17 0. These are other people's words, kept as they wrote them; each post names who wrote it. Quotes of the post above have been dropped, and nothing else is changed. The thread.

a poster · 2007-01-06 05:36

Level 1

Taqmir's Bolts I

Force Barrier

Level 2

Conjure Quartz Ring

Frostbite I

Level 4

Shocking Grasp I

Color Spray I

Level 6

Taqmir's Bolts II

Char I

Level 8

Energy Rift I

<Invisibility> (not in game yet)

Force Barrier II

Level 10

Planar Gateway

Mimic

Disperse

Frostbite II

Level 12

Fireball I

Taqmir's Bolts III

Disenchant

Shocking Grasp II

Level 14

Amplify Efficiency

Char II

Conjure Aquamarine Ring

Forget I

Level 16

Energy Rift II

Flame Spear I

Fire Barrier I

Force Barrier III

Level 18

Mimic II

Frostbite III

Taqmir's Bolts IV

Arcane Mantle I

Conjure Minor Energy Shard

Sleep I

Level 20

Silence

Incinerate I

Fireball II

Chaos Volley I

Shocking Grasp III

Level 22

Icequake I

Char III

Elemental Mantle I

Level 24

Amplify Acuity

Energy Rift III

Freeze I

Taqmir's Bolts V

Force Barrier IV

Color Spray III

Level 26

Mimic III

Flame Spear II

Forstbite IV

Arcane Mantle II

Nulling Ward

Conjure Diamond Ring

Level 28

Incinerate II

Fireball III

Chaos Volley II

Shocking Grasp IV

Forget II

Level 30

Reflect

Cold Wave I

Icequake II

Char IV

Taqmir's Bolts I

Elemental Mantle II

Level 32

Energy Rift IV

Freeze II

Fire Barrier II

Force Barrier V

Sleep II

Level 34

Mimic IV

Frostbite V

Arcane Mantle III

Conjure Energy Shard

Level 36

Incinerate II

Fireball IV

Chaos Volley III

Flame Spear III

Shocking Grasp V

Taqmir's Barrage II

Chromatic Barrier I

Mirror Ward

Level 38

Cold Wave II

Icequake III

Char V

Elemental Mantle III

Conjure Quicksilver Ring

Level 40

Drain Energy

Energy Rift V

Freeze III

Ethereal Sanctuary

Force Barrier VI

Level 42

Mimic V

Frostbite VI

Taqmir's Barrage III

Arcane Mantle IV

Searing Sanctuary

Forget III

Level 44

Incinerate IV

Amplify Destruction

Fireball V

Chaos Volley IV

Shocking Grasp VI

Chromatic Barrier II

Glacial Sanctuary

Color Spray III

Level 46

Cold Wave III

Icequake IV

Char VI

Flame Spear IV

Elemental Mantle IV

Natural Sanctuary

Sleep III

Level 48

Energy Rift VI

Freeze IV

Taqmir's Barrage IV

Fire Barrier III

Force Barrier VII

Inner Sanctuary

Level 50

Mimic VI

Meteor Storm

Frostbite VII

Arcane Mantle V

Chromatic Halo

Ghostly Sanctuary

Conjure Major Energy Shard

Conjure Opal Ring

What they are:

Taqmir's Bolts - Direct Damage that also restores a small amount of mana over time

Conjure <x> Ring - Conjure a norent ring that you wear. Each ring increases wisdom and intelligence but also has nifty effects as follows:

Quartz: Light and See Invisibility

Aquamarine: Water Breathing

Diamond: Levitation

Quicksilver: 25% refresh haste and movement (plus run speed and reduce recast?)

Opal: Immune to movement debuffs

Frostbite – DD and 10 second 70% movement snare for 10 seconds

Shocking Grasp – Close in Fast cast DD that does decent damage and restores a minor amount of energy/mana over a short period

Color Spray – Weird aoe 6 second mez. It hits all critters in one direction out from the caster basically.

Char – Nice fire DD with a Damage dot that lasts 4 seconds after initial burst.

Energy Rift – Point Blank AOE DD that also feeds back a bit of mana to the caster

<Invisibility> (not in game yet) – word is this is going to be duration based invis that will be delineated by type of monsters

Planar Gateway – Gate to the nearest safepoint – need to check to see if self only at this point.

Mimic – A Crit spell (means has to be a follow up to a critical hit spell) Also, must follow a crit on a Arcane Evocation (a class of spells) – Copies the previous spell and does more damage. Fun stuff in groups!

Disperse – Counters a spell – this is going to be a cleaning spell I think though there was talk of using the perception system and something like this to BLOCK an incoming spell. Never was working when I was high enough level to test. In any event, I do not think it’s in game yet.

Fireball – Range Fire aoe with small DOT. BOOM BABAY!

Disenchant - Strips a positive buff off of an opponent –broken I think

Amplify Efficiency – Next spell you cast costs no mana/energy

Forget – Anger/Hate reducer – BONK MUTHER FOOCKER BONK!

Flame Spear – I like this one though they made it higher level (used to be a newbie one) – A DD Fire spell that does a ton of damage at long range but if a mob gets closer it does less damage. Sort of an opener for soloers and maybe outside groups.

<x> Barrier – Various flavors of an hour long Buff that gives you diverse benefits (Not sure of the barriers stack but I doubt it) as follows:

Force: Substantially increases AC, reduces incoming damage by a small percent and gives a percent chance to stun an NPC physically attacking you for 3 seconds.

Fire: Spell Haste, Energy Regeneration rate is increased and chance that you get some mana/energy back on every spell cast.

Chromatic: Increases all resists and reflects a spell back at it’s caster every two minutes

<X> Mantle – Buff (not item still right?) that increases resistance to certain things as follows:

Arcane – Arcane

Elemental Mantle – Fire and ice

Conjure <x> Energy Shard – creates an item that when used gives you a pretty fast mana regain buff – good emergency item.

Sleep – one target at a time 30 second mez

Silence – stops a critter from casting for a short time.

Incinerate – Another of the critical hit spells – It can only be cast following a critical hit with a fire spell and does very good fire damage and a decent dot.

Chaos Volley – DD to opponent and damage back at the caster. Description says it also resotes “0” mana – whatever the hell that means.

Icequake – Range AOE with a 70 snare. Unlimited targets?

Amplify Acuity – next spell you cast will be a crit (see how you can chain this with the crit followup spells?? NIFTY!)

Freeze - DD that also freezes a target for 6 seconds

Nulling Ward – I think this is a buff that stops one incoming negative spell. Not sure it’s working though.

Reflect – Spell counter – think it’s a buff that reflects a spell back on a caster and then is used up – but I am just guessing and not sure these are in.

Cold Wave – AOE spell that goes out in one direction from the caster. It does more damage the closer the mob is to you.

Mirror Ward – Buff that reflects one incoming negative spell

Drain Energy – Sucks energy/mana out of an enemy and gives it to you. Pretty good chunk of energy/mana

<X> Sanctuary – buff that gives 15 second immunity to a type of spells and 2 minutes of big 300 plus resistance increase as follows:

Ethereal: Arcane

Searing: Fire

Glacial: Cold

Natural: Nature

Inner: Mental

Ghostly: Physical spells (not sure what those are but maybe it is physical damage?)

Amplify Destruction: next cast spell does 50% more damage

Meteor Storm – BOOOOOOM!! DD Range AOE Massive damage spell WITH a 4 second stun and DOT

Chromatic Halo – Group buff that reflects one incoming spell back at caster

Work in Progress... need feedback on a lot of upper level spells and the counters system as it now works.

a poster · 2007-01-06 08:30

The tooltips on a few non-damage abilities aren't fully descriptive. They're waiting on updates. As you put them into your post i'll clarify anything that's fuzzy.

a poster · 2007-01-06 08:40

placeholder names, They've got people with actual spell names, ready to go. In previous beta phases all the abilities had names, we didn't use roman numerals or anything. Problem was when tracking down bugs it made this a HUGE pain in the neck. Once we go live we'll have real ability names. This has been assured to me by the devs many times. If they don't have the names done I'll write them a list myself if that's what it takes, damnit!

Gnizmo · 2007-01-06 08:41

As much as I hate WoW style naming, it does solve a few problems. Super duper fire spell of burny doom is worse than fire 4.

a poster · 2007-01-06 11:03

Any word on Invisibility getting fixed Q?

a poster · 2007-01-07 12:50

*soon* (TM)

It's supposed to be within a couple weeks. then again disenchant was supposed to work by now too.

Droigan · 2007-01-07 03:33

They had quite good spell names in the past. I played a necro and dabbled in other races, but saw their spell names. I was very pleased to see them for the most part fitting, yet individually named. Some were identifiable as being of the same line, but they were (for the most part) better named than "bolt of fire" "bolt of flame" "bolt of lava" etc.

I was </3 when they patched in the the numerals and simplified names, but it's also perfectly understandable that it's much easier to have it while testing them.

Glad to hear they will be coming back soon (tho I never really doubted that)

a poster · 2007-01-07 10:55

OK updated the spell list with a description of spells. A higher number version just basically does more of the lower number's stuff.

Need a lot of info on the higher level spells and the counters. If you post here I will update.

Lanlaorn · 2007-01-07 11:44

So Vanguard has no teleports?

I think I'll check Vanguard out in a while since TBC will take up a bunch of my time and the first month or two might be bad anyway, and while I'm still annoyed that their Sorceror went from an Elementalist to a WoW Mage clone seeing this spell list does pique my interest.

Probably better off picking a Blood Mage though, a mage with nukes and heals? Yea probably going to be pretty overpowered.

Gnizmo · 2007-01-07 12:27

Think about that for a second Lanlaorn. First off, you are mking yourself more like a druid which is always bad. Secondly, what would peopl actually expect you to do in a group? Pure DPS class is the only way to go for nuking pleasure.

Lanlaorn · 2007-01-07 01:19

Yea when I checked out the Vanguard class list the first thing that struck me as odd is that the Blood Mage is grouped with the healers and the Druid is grouped with the arcane casters.

From reading the descriptions and such the Blood Mage seems like it might be fun since it has a combo point system for combat and damage splitting effects that are probably going to be interesting.

I absolutely love being the direct damage caster, having played a Wizard in Everquest and a Mage in WoW, and I was definitely going to play a Sorceror in Vanguard until the class went from "Fire, Air, Water and Earth stance dance" to "Fireball, Frostbolt and Arcane Missiles, now with new names". Now I'm taking a "wait and see" attitude towards the game in general and thinking about what I'll play.

Necromancer and Druid are out because that's not my style, so as more information comes out I'll pick between Sorceror, Psion and Blood Mage.

a poster · 2007-01-07 01:21

Bloodmage is really something kinda new. Well worth trying one in beta to see if you like it.

Merco · 2007-01-07 03:08

The spells, will they all/most of them be learned at a vendor? Or will it be somewhat like everquest and you have a trade in system + drops from mobs?

a poster · 2007-01-07 03:11

All those listed above are on the vendors.

Maledict · 2007-01-07 03:26

I really liked EQ2's spell system. Everyone gets the basic spell, then you get upgrades through adventuring and crafting. It needs some work on implementation, but it's a fab way of doing things in my mind.

Everyone gets the ability, but adventuring makes you more powerful at it.

Yyidth · 2007-01-08 08:59

Everyone gets the ability, but adventuring makes you more powerful at it.

Yes, whoever had the idea needs a raise. Any new game should be looking at EQ2's spell system real hard.

Oh, and the blood mage was great fun to play, but I only played solo.

DinAlt · 2007-01-17 04:48

Planar Gateway – Gate to the nearest safepoint – need to check to see if self only at this point.

This takes the whole group to the nearest Altar

Disperse – Counters a spell – this is going to be a cleaning spell I think though there was talk of using the perception system and something like this to BLOCK an incoming spell. Never was working when I was high enough level to test. In any event, I do not think it’s in game yet

Disperse is just broken - cost was always too high for its intended use - silence works better and is cheaper and faster to cast

Amplify Efficiency – Next spell you cast costs no mana/energy - 90% of the time this doesn't work - may well be removed until the revamped spell system is brought on line (same for disperse I think)

Barriers - hope they rethink them becuase currently Fire is the only one anyoen will ever use solo or grouped - it's just so much more useful for a sorcerere than the rest

← All guides