Solace (1140)

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Solace (1140)
Mnemonic [SOLACE]
Duration 30+ minutes or 3+ charges
Healing Magic  
Availability Any player character 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing

Solace establishes an IMPRINT on a player character target with guaranteed success and no spirit cost, allowing the empath to remotely TRANSFER wounds and scars while the spell is active. It grants 3 + (Mental Lore, Transference Bonus / 50) charges and lasts the standard imprint duration. Additionally, for 30 seconds after the casting of Solace, the empath can transfer from the target patient regardless of whether they are "in combat" or not, bypassing the normal combat restriction on remote transfers.

The base version of the spell may be cast on any player in the same realm. Mental Lore, Transference also increases the range of Solace to adjacent realms at 35 ranks, near-adjacent at 70 ranks, and far at 105 ranks.

Solace has a 60 minute cooldown which can be reduced by 12 seconds for every rank of Spiritual Lore, Blessings.

Note: Free-to-Play (F2P) accounts are not eligible for using this spell even if they purchase a SimuCoin Spell Pass.

Messaging

You gesture into the air.
A nebulous wisp of your own spirit separates from your body and darts away, seeking Adventurer.  Almost immediately, you can feel a connection with him.
Through your spirit you feel Adventurer...  He has 133 out of 160 health.  He has a minor right arm injury, a minor left arm injury, a minor left hand injury, and a medium back injury.
Cast Roundtime 3 Seconds.

>transfer Adventurer
You cannot transfer blood loss from afar.
>transfer Adventurer back
You close your eyes and reach out along your spiritual connection to Adventurer.
You draw the medium wound afflicting Adventurer's back to yourself along your spiritual connection to him.
>transfer Adventurer left hand
You close your eyes and reach out along your spiritual connection to Adventurer.
You draw the minor wound afflicting Adventurer's left hand to yourself along your spiritual connection to him.
>transfer Adventurer left arm
You close your eyes and reach out along your spiritual connection to Adventurer.
You draw the minor wound afflicting Adventurer's left arm to yourself along your spiritual connection to him.
>transfer Adventurer right arm
You close your eyes and reach out along your spiritual connection to Adventurer.
You draw the minor wound afflicting Adventurer's right arm to yourself along your spiritual connection to him.

>imprint check
You close your eyes and reach out with your mind, searching for your spiritual presence throughout the land...
Through your spiritual connection you sense Adventurer...  He has 139 out of 160 health.  The imprint will hold through 4 more transfers and last about 33 more minutes.

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