Light (205): Difference between revisions

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{{spell |
{{spell |
| name = Light
| number = 205
| mnemonic = LIGHT
| mnemonic = LIGHT
| duration = 1200+ 60 sec per Major Spirit Rank
| custdur = {{spellbox block | duration = 1200 + 60 sec per Major Spirit Rank | span = [[Refreshable]]}}
| type = Bonus / Utility
| subtype = Bonus/Hindrance
| type = Utility
| skill = None
| components = None
| availability = Room Effect
| navigation = {{Major spiritual navigation}}
| navigation = {{Major spiritual navigation}}
}}
}}


The spiritual forces are used to invoke the Spirits of Light, influencing them to provide greater illumination in the immediate area where the [[spell]] is cast. The additional illumination may enhance or make possible actions that could not be performed in darkness, and may enhance the combat ability of everyone in the illuminated area.
<section begin=description /><noinclude>The '''Light''' spell harnesses</noinclude><includeonly>Harnesses</includeonly> the spiritual forces to control the level of illumination in the immediate area where the [[spell]] is cast. Additional illumination or darkness may enhance or hinder combat-related actions.<section end=description />


The sudden illumination of an otherwise dark area may reveal hidden persons or creatures. This illumination lowers the [[Defensive strength|Defensive Strength]] (DS) of everyone in the room by -10, including the caster.
The sudden illumination of an otherwise dark area may reveal [[hidden]] persons or creatures. This illumination lowers the [[defensive strength]] (DS) of everyone in the room by -10, including the caster.


When Light is {{boldmono|[[EVOKE]]}}d, the room will darken (formerly the '''Darkness''' spell). This causes the area to be much darker than usual and increases a character's ability to hide. It hinders many other abilities as well, such as [[Pick Locks|locksmithing]], in addition to hindering combat by providing all creatures (and characters) present with +20 bonus to DS.
If the caster leaves the local area for a while, the spell will dissipate early.

With either version, the spell will dissipate shortly after the caster leaves the room.

The Light spell can also activate Truthie's [[glimaerstone]]s.

{{Usage-aoe-evoke-notarget
|s= 205
|1= lighten a room
|2= darken a room
|3=}}

==Messaging==
;Lightening
<pre{{log2|margin-right=400px}}>
You gesture.
The area becomes brighter.
</pre>

;Darkening
<pre{{log2|margin-right=400px}}>
You gesture.
The area becomes darker.
</pre>


The light spell can also activate Truthie's [[glimaerstone]]s.
{{AR2}}
{{AR2}}
{{:softly glowing crystal}}
{{:softly glowing crystal}}


{{:Shifting dark crystal}}
== External Links ==
== See Also ==
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#205 Major Spiritual Spell Circle: Light], on Play.net
*[[Major_Spiritual_(saved_posts)#Light_.28205.29_and_Tend_Lore_.28206.29|Light (205) saved posts]]

*[[Lfm#Sensing_Room_Conditions|Lock Mastery Sense]]
[[Category:Major Spiritual Spells]]
*[[Verlok feather]]

Latest revision as of 08:37, 12 January 2023

Light (205)
Mnemonic [LIGHT]
Duration 1200 + 60 sec per Major Spirit Rank
Span Refreshable
Utility Magic  
Subtype Bonus/Hindrance 
Availability Room Effect 
Major Spiritual Spells
Calm (201) Attack
Spirit Shield (202) Defensive
Manna (203) Utility
Unpresence (204) Utility
Light (205) Utility
Tend Lore (206) Utility
Purify Air (207) Defensive
Living Spell (208) Utility
Untrammel (209) Utility
Silence (210) Attack
Bravery (211) Offensive
Interference (212) Attack
Minor Sanctuary (213) Utility
Bind (214) Attack
Heroism (215) Offensive
Frenzy (216) Attack
Mass Interference (217) Attack
Spirit Servant (218) Utility
Spell Shield (219) Defensive
Major Sanctuary (220) Utility
Transference (225) Utility
Spiritual Abolition (230) Attack
Spirit Slayer (240) Offensive


The Light spell harnesses the spiritual forces to control the level of illumination in the immediate area where the spell is cast. Additional illumination or darkness may enhance or hinder combat-related actions.

The sudden illumination of an otherwise dark area may reveal hidden persons or creatures. This illumination lowers the defensive strength (DS) of everyone in the room by -10, including the caster.

When Light is EVOKEd, the room will darken (formerly the Darkness spell). This causes the area to be much darker than usual and increases a character's ability to hide. It hinders many other abilities as well, such as locksmithing, in addition to hindering combat by providing all creatures (and characters) present with +20 bonus to DS.

With either version, the spell will dissipate shortly after the caster leaves the room.

The Light spell can also activate Truthie's glimaerstones.

Usage

  • PREP 205 | CAST or INCANT 205 to lighten a room
  • PREP 205 | EVOKE to darken a room
  • INCANT 205 EVOKE to evoke this spell once using INCANT
  • INCANT SET EVOKE 205 to always evoke this spell using INCANT 205

Messaging

Lightening
You gesture.
The area becomes brighter.
Darkening
You gesture.
The area becomes darker.

Alchemy Recipes

A softly glowing crystal
Eastern version Western version
  1. Add crystalline solution
  2. Add 3 doses of sunburst blossom
  3. Add powdered fire agate
  4. Simmer
  5. Add 2 doses yellowed boar tusk
    (ridgeback boars)
  6. Boil
  7. Chant Light (205)
  1. Add crystalline solution
  2. Add 3 doses of sunburst blossom
  3. Add powdered golden beryl gem
  4. Simmer
  5. Add 2 doses faintly glowing worm skin
    (phosphorescent worms)
  6. Boil
  7. Chant Light (205)


A shifting dark crystal
Eastern version Western version
  1. Add crystalline solution
  2. Add 3 doses of nightbloom blossom
  3. Add powdered smoky topaz
  4. Simmer
  5. Add black leopard paw from black leopards
  6. Boil
  7. Chant Darkness (206)
  1. Add crystalline solution
  2. Add 3 doses of nightbloom blossom
  3. Add powdered smoky topaz
  4. Simmer
  5. Add silvery tail from shadow steeds
  6. Boil
  7. Chant Darkness (206)

See Also