Aura of the Arkati (1614)

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Aura of the Arkati (1614)
Duration 60 sec
Mana Cost 5
Attack Magic - Disabling  
Subtype Warding 
Target(s) Single/Multi-target 
State(s) Inflicted Lowered DS and E/B/P
Paladin Base Spells
Mantle of Faith (1601) Defensive
Pious Trial (1602) Attack
Templar's Verdict (1603) Attack
Consecrate (1604) Utility
Arm of the Arkati (1605) Offensive
Dauntless (1606) Offensive
Rejuvenation (1607) Utility
Defense of the Faithful (1608) Utility
Divine Shield (1609) Defensive
Higher Vision (1610) Defensive
Patron's Blessing (1611) Defensive
Faith's Clarity (1612) Utility
Aid the Fallen (1613) Utility
Aura of the Arkati (1614) Attack
Repentance (1615) Attack
Vigor (1616) Utility
Zealot (1617) Offensive
Fervor (1618) Offensive
Faith Shield (1619) Defensive
Not Yet Implemented (1620) Utility
Holy Weapon (1625) Offensive
Judgment (1630) Attack
Divine Intervention (1635) Utility
Divine Word (1640) Utility
Divine Incarnation (1650) Utility

Upon casting Aura of the Arkati, the Paladin is bathed in a radiant aura of divine influence, causing nearby creatures to cringe in fear. Those not involved in a cooperative effort with the Paladin must attempt to ward the presence or rebuke in awe.

This spell causes 10% generic Defensive Strength (DS) decrease calculated from the target's current stance. In addition, affected targets will suffer a 5% penalty to their Evade, Block, and Parry chances (E/B/P).

Aura of the Arkati may be cast at a single target or open cast against a group for a flat 5 mana.


Single target (closed cast):

Open cast version that affects multiple targets:

  • PREPARE 1614, CAST
  • INCANT 1614 OPEN

INCANT 1614 by itself will select the closed/open version based on INCANT SET.

Multi-Target Spell

Multi-target spells and abilities choose targets based on the following criteria, unless specified otherwise:

  • Multi-target spells activated by players via CAST and CHANNEL will not target other players. This includes both grouped and ungrouped players.
  • All multi-target spells offer an option to EVOKE the spell, which will possibly hit other players. This version still prioritizes creatures unless directly targeting another player.
  • All multi-target spells have a starting maximum targets of 3. This is increased by 1 additional target for every 50 Mana Control Skill Bonus associated with the spell circle.

Lore Benefits

Spiritual Lore, Religion increases the DS reduction by 1% per seed 4 summation, capped at 5%. (Total DS reduction is 11% at 4 ranks to a maximum of 15% at 30 ranks).

Spiritual Lore, Religion also increases the penalty to Evade, Block, and Parry by 1% per seed 4 summation. This benefit is not capped.

Tactical Considerations

The E/B/P penalty is constant. The DS penalty is calculated at the time the spell is cast and locks in for the full duration of the spell, so against creatures who can change stances, this spell will have the greatest effect if cast while the target is in a defensive stance.


You gesture at a gnomish marauder.
Calling upon your patron to aid your cause, a brilliant aura begins to radiate from you!
  CS: +443 - TD: +335 + CvA: +9 + d100: +82 == +199
  Warding failed!
  The Ithzir scout stoops before you in awe of your radiant aura!

  CS: +443 - TD: +300 + CvA: -10 + d100: +49 == +182
  Warding failed!
  The gnomish marauder is rebuked before you, visibly struggling against your radiant aura!

  CS: +443 - TD: +294 + CvA: -2 + d100: +77 == +224
  Warding failed!
  The half-krolvin highwayman is rebuked before you, visibly struggling against your radiant aura!

  CS: +443 - TD: +288 + CvA: -1 + d100: +7 == +161
  Warding failed!
  The elven thug is rebuked before you, visibly struggling against your radiant aura!
Cast Roundtime 3 Seconds.