Miracle (350): Difference between revisions
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Once the creation of the Minor Sanctuary is successful, the cleric is immediately brought back to life with full [[health]] and [[spirit]], yet all wounds remain. Training in [[#Spiritual Lore, Blessings|Spiritual Lore, Blessings]] provides a chance for the cleric to be raised as if a [[Chrism]] had been used prior to raising. |
Once the creation of the Minor Sanctuary is successful, the cleric is immediately brought back to life with full [[health]] and [[spirit]], yet all wounds remain. Training in [[#Spiritual Lore, Blessings|Spiritual Lore, Blessings]] provides a chance for the cleric to be raised as if a [[Chrism]] had been used prior to raising. |
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This spell may only be used once per day, but training in [[#Spiritual Lore, Religion|Spiritual Lore, Religion]] will allow the cleric to use it more frequently. |
This spell may only be used once per day, but training in [[#Spiritual Lore, Religion|Spiritual Lore, Religion]] will allow the cleric to use it more frequently. Uses reset at midnight game time (ET). |
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Be forewarned, mana points are not easily recovered while dead, so it may be wise to keep a reserve of mana while adventuring in especially dangerous locations. High-ranking members of the [[Order of Voln]] will find the [[Symbol of Mana]] useful, as it restores 50 mana and can be used when dead. |
Be forewarned, mana points are not easily recovered while dead, so it may be wise to keep a reserve of mana while adventuring in especially dangerous locations. High-ranking members of the [[Order of Voln]] will find the [[Symbol of Mana]] useful, as it restores 50 mana and can be used when dead. |
Revision as of 12:05, 22 September 2016
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Miracle allows a cleric to BESEECH their patron deity for a miraculous raising of themself, costing 50 mana, and also creating a temporary Minor Sanctuary in the room. The same rules for creating a Minor Sanctuary apply as when casting that spell, except that the failure rate is greatly reduced by the help of the deity's spiritual servants. Training in Spiritual Lore, Summoning helps to reduce the failure rate.
Once the creation of the Minor Sanctuary is successful, the cleric is immediately brought back to life with full health and spirit, yet all wounds remain. Training in Spiritual Lore, Blessings provides a chance for the cleric to be raised as if a Chrism had been used prior to raising.
This spell may only be used once per day, but training in Spiritual Lore, Religion will allow the cleric to use it more frequently. Uses reset at midnight game time (ET).
Be forewarned, mana points are not easily recovered while dead, so it may be wise to keep a reserve of mana while adventuring in especially dangerous locations. High-ranking members of the Order of Voln will find the Symbol of Mana useful, as it restores 50 mana and can be used when dead.
Note: Using the BESEECH command at any other time will not cost the cleric 50 MPs.
Lore Benefits
Spiritual Lore, Summoning
Training in Spiritual Lore, Summoning helps to reduce the failure rate of the spell.
Spiritual Lore, Blessings
Training in Spiritual Lore, Blessings also provides a chance of 5% per seed 2 summation of ranks that a Chrism-like effect is placed on the cleric prior to the resurrection.
Spiritual Lore, Blessings ranks 2 5 9 14 20 27 35 44 54 65 Chance for Chrism raise 5% 10% 15% 20% 25% 30% 35% 40% 45% 50% Spiritual Lore, Blessings ranks 77 90 104 119 135 152 170 189 209 230 Chance for Chrism raise 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Spiritual Lore, Religion
Training in Spiritual Lore, Religion will grant additional daily uses of Miracle at 60, 125 and 195 ranks. For example, a Cleric with 125 ranks of Spiritual Lore, Religion can cast Miracle three times per day.
Spiritual Lore, Religion ranks 0 60 125 195 Uses per day 1 2 3 4
Messaging
- Non-aligned messaging
First Person:
You feel a tingling at the edges of your perception and the air comes alive with a feeling of raw power. You sense something greater than yourself tugging on your spirit. As the power grows in intensity, you feel it draw you closer to your lifeless body and you marvel as it ushers your spirit forward. An extremely bright nimbus floods you as your spirit sinks into your body, which begins to fill with life.Third Person:
Tingling on every nerve, the air comes alive with a feeling of raw power. Prismatic lights play through the air and hover over the prone form of Cleric. As the power grows in intensity, the energy begins to tug and move at her clothing and the air grows warm. An extremely bright nimbus forms around her and then slowly seeps into Cleric's body.
- Chrism benefit
You get an increased feeling of well being.
- No more casts of Miracle available for the day
You realize you've already requested a miracle from your deity recently and you're left with nothing but a hollow hope of being saved.
Resources
- Saved Posts
- Cleric Base Spells: Miracle, on Play.net