Searing Light (135): Difference between revisions

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(Standard multi-target spell.)
 
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| type = Attack
| type = Attack
| subtype = Warding
| subtype = Warding
| target = Ungrouped
| target = [[Multi-target]]
| interval = 10 to 20 seconds
| interval = None
| dtype = [[Health]]
| dtype = [[HP]], [[Critical]]
| status = [[Disoriented]], [[Blinded]]
| status = [[Disoriented]], [[Blinded]]
| ctype = [[Plasma critical table|Plasma]]
| ctype = [[Plasma critical table|Plasma]]
| mana_cost = 7
| navigation = {{minor spiritual navigation}}
| navigation = {{minor spiritual navigation}}
}}
}}
{{TOC limit|2}}
'''Searing Light''' causes an enormous flash of brilliant light to fill the area subjecting all [[creature]]s to a [[warding]] check. Failure results in light to moderate [[Plasma critical table|plasma]] damage, and for those targets that can see, [[blinded|blinding]] flash burns to their eyes.
==Description==
Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the '''Searing Light''' spell.


This blinding effect has a 90% chance to cause the target to lose any {{mono|[[PREPARE]]}}d spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to [[evade]], [[block]] and [[parry]] the attacks of a blinded target and to avoid [[standard maneuver roll|maneuvers]] that they attempt.
An enormous flash of brilliant light fills the area, subjecting all potential targets to a [[warding]] check. Failure results in light to moderate [[plasma critical table|plasma]] damage, [[disoriented|disorientation]], and for those targets that can see, [[blinded|blinding]] flash burns to their eyes. This blinding effect has a 90% chance to cause the target to lose any {{mono|[[PREPARE]]}}d spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to [[evade]], [[block]] and [[parry]] the attacks of a blinded target and to avoid [[standard maneuver roll|maneuvers]] that they attempt.


The direct damage from this spell is typically not deadly; however, extremely high endrolls can result in fatal criticals.
The direct damage from this spell is typically not deadly; however, extremely high endrolls can result in fatal criticals.

Searing Light will also reveal affected targets that were [[hidden]] or [[invisible]].


While creatures without eyes are immune to the blinding effects of the Searing Light spell, other creatures that may be immune to calming, stunning, or other disabling states may be susceptible to Searing Light.
While creatures without eyes are immune to the blinding effects of the Searing Light spell, other creatures that may be immune to calming, stunning, or other disabling states may be susceptible to Searing Light.


The duration of Searing Light uses the [[standard negative duration formula]].
The duration is 10 seconds + 1 second per 5 warding margin (capped at 20 seconds). Casting the spell again before the duration has expired will not stack or refresh the duration of the blindness.

__NOTOC__
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==Background==
==Background==


Developed initially by the [[Council of Mages]] for defense of [[The Citadel]] during its fall to the troll and krolvin alliance, the '''Searing Light''' spell was lost to greater Elanthia for over a thousand years. Recently, a tome was discovered in a previously hidden portion of The Citadel outside [[River's Rest]] that once again unlocked the knowledge for the spiritualists of Elanthia to harness.
Developed initially by the [[Council of Mages]] for defense of [[The Citadel]] during its fall to the troll and krolvin alliance, the '''Searing Light''' spell was lost to greater Elanthia for over a thousand years. In 5108 (2008), a tome was discovered in a previously hidden portion of The Citadel outside [[River's Rest]] that once again unlocked the knowledge for the spiritualists of Elanthia to harness.

[[Spiritual magic]] is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell.


===Release Event===
===Release Event===

Latest revision as of 19:03, 7 February 2024

Searing Light (135)
Mnemonic [SEARINGLIGHT]
Duration Instantaneous
Mana Cost 7
Attack Magic - Damage - Disabling  
Subtype Warding 
Target(s) Multi-target 
Damage Type HP, Critical 
State(s) Inflicted Disoriented, Blinded 
Critical Type Plasma 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive

Description

Spiritual magic is closely aligned with light. In fact, the Spirit Realm is teeming with areas that are overwhelmingly bright. It is this powerful light that the spiritual caster is able to summon with the Searing Light spell.

An enormous flash of brilliant light fills the area, subjecting all potential targets to a warding check. Failure results in light to moderate plasma damage, disorientation, and for those targets that can see, blinding flash burns to their eyes. This blinding effect has a 90% chance to cause the target to lose any PREPAREd spell, as well as suffer immense difficulty casting any newly prepared spell. Additionally, it is much easier to evade, block and parry the attacks of a blinded target and to avoid maneuvers that they attempt.

The direct damage from this spell is typically not deadly; however, extremely high endrolls can result in fatal criticals.

While creatures without eyes are immune to the blinding effects of the Searing Light spell, other creatures that may be immune to calming, stunning, or other disabling states may be susceptible to Searing Light.

The duration of Searing Light uses the standard negative duration formula.

Usage

  • PREP 135 | CAST or INCANT 135 to cast this spell, targeting creatures only
  • PREP 135 | EVOKE to cast this spell, potentially targeting both creatures and other player characters
  • INCANT 135 EVOKE to evoke this spell once using INCANT
  • INCANT SET EVOKE 135 to always evoke this spell using INCANT 135. This is not recommended for open cast AoE attack spells

Mana Control Benefit

Potential targets for most open cast spells are set at a base maximum of 3, with additional targets possible for each 50 skill bonus of the appropriate mana control for this spell.

Mana Control ranks 0 10 24 50 100 150 200
Maximum number of targets 3 4 5 6 7 8 9
Skill bonus converted to ranks.

Messaging

Cast (open hands)
You hold your two open hands before you, fingers splayed, as a brilliant white ball of light forms between them.  When the ball glows so brightly that it begins to singe your skin, you unleash the radiance before you and it instantaneously spreads throughout the entire area!
Cast (runestaff)
A brilliant white ball of light forms just above the top of your crimson orase runestaff.  It quickly grows in size until you lightly jerk your runestaff, causing the radiance to instantaneously spread throughout the entire area!  

The radiant burst of light engulfs a crested basilisk!  
   CS: +345 - TD: +68 + CvA: +25 + d100: +2 == +304  
   Warding failed!  
   The bright light sears the basilisk for 10 damage!  
   ... 35 points of damage!  
   Fiery blast of plasma blows the crested basilisk's leg into a bloody spray!  
   The crested basilisk screams loudly as it drops to the ground in agony and favors its mangled left hind leg.  
   The crested basilisk is stunned!  
   ... 5 points of damage!  
   Flash burns to eye momentarily blind the crested basilisk.   
   
The radiant burst of light engulfs a black centaur ranger!  
   CS: +345 - TD: +88 + CvA: +1 + d100: +14 == +272  
   Warding failed!  
   The bright light sears the ranger for 10 damage!  
   ... 30 points of damage!  
   Skin and muscle roasted away leaving the ribs exposed on the black centaur ranger's back!  
   The black centaur ranger is stunned!  
   ... 5 points of damage!  
   Flash burns to eye momentarily blind the black centaur ranger.  
Cast Roundtime 3 Seconds.
Expiration
A black centaur ranger steadies himself as he recovers from his blindness.

Background

Developed initially by the Council of Mages for defense of The Citadel during its fall to the troll and krolvin alliance, the Searing Light spell was lost to greater Elanthia for over a thousand years. In 5108 (2008), a tome was discovered in a previously hidden portion of The Citadel outside River's Rest that once again unlocked the knowledge for the spiritualists of Elanthia to harness.

Release Event

Somewhere in the back of your mind you feel a pull. It isn't sharp, or painful, but a nagging sensation begins to overwhelm you.

The sensation gradually builds up, and you feel an inner warmth that settles on the back of your head.

Pinpoints of a fiery sensation creep across your skull, though not painful enough to be anything but an annoyance.

A loud ringing sound fills your inner ear and your surroundings begin to blur slightly. After a short moment, the feeling fades.

The harsh sounds clear and finally resolve into a friendly sounding voice, "Salutations, my spiritual brethren. I speak to you now to deliver news of the magical persuasion! Just recently, two investigators have returned to our halls to present us with a tome containing a spell lost to the ages." The voice falls silent, but the feeling of connection still remains.

The faint voice returns once more amidst an inner warmth, "The tome was hidden deep in the Citadel outside River's Rest, which it is my understanding that some of you aided in retrieving. Our thanks extends to you." The voice falls silent, but the feeling of connection still remains.

The faint voice returns once more amidst the inner warmth, "The Council of Mages of yesteryear had scribed within the tome the secrets of a magic that pulls forth a searing light from the Spirit Realm. This spell was apparently used in the defense of the Citadel in its last desperate moments." The voice falls silent, but the feeling of connection still remains.

The voice continues, "We have managed to decipher the arcane runes and now present to you the spell that they guarded for so many years - Searing Light of the Minor Spiritual Circle. I trust you will use it well." The voice falls silent. The inner warmth in the back of your head slowly ebbs and fades away.

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