Mana Focus (418): Difference between revisions

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{{spell
{{spell
| mnemonic = MANAFOCUS
| mnemonic = MANAFOCUS
| custdur = {{spellbox block | }}
| custdur = {{spellbox block | }}
| duration = 60 sec per [[level]]
| duration = MnE ranks/2 pulses
| type = Utility
| type = Utility
| subtype = Node Creation
| subtype = Node Creation
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}}
}}


The '''Mana Focus''' spell, if successful, will create a temporary 'Node' (for purposes of [[mana]] regeneration) at the caster's current location. There is a chance of catastrophic failure which can harm or kill the caster. (These failures are similar to those seen with [[Familiar Gate (930)|Familiar Gate]]). [[Level]] is a major factor for a successful cast of this spell. Even [[square]] professions with limited magical training will experience high rates of success.
The '''Mana Focus''' spell, if successful, will create a temporary 'Node' (for purposes of [[mana]] regeneration) at the caster's current location. There is a chance of catastrophic failure which can harm or kill the caster if the caster is not properly trained to use the spell. Factors for success include [[Minor Elemental]] circle spell ranks, [[Elemental Mana Control]] ranks, and [[Aura]] bonus.


;Success Formula (minimum 3% failure cannot be trained off)
The node creation does not act like a true earth-node. Essentially, there will be a normal pulse and then an "enhanced" pulse shortly thereafter.
<div {{prettydiv|margin-right=350px}}><center><tt>'''25 + (MnE spell ranks/4) + (Elemental Mana Control ranks/2) + Aura stat bonus ≥ 100</tt></center></div>

The node creation does not act like a true earth-node. Essentially, there will be a normal pulse and then an "enhanced" pulse shortly thereafter. The node lasts for Minor Elemental spell ranks/2 pulses. If the caster leaves the room, the mana focus will eventually dissipate, but not necessarily right away. The mana focus does not move with the caster. If the caster successfully creates a mana focus in a new room, the old mana focus will be destroyed, but Mana Focus cannot be refreshed in the same room.

The maximum damage dealt on a failure is based on the amount that the caster failed by on the roll to succeed. The amount of damage that the spell deals will decrease with a higher chance to succeed on a cast. It is possible for a failure to be lethal, but this is very rare and should not be possible for anyone with a decent chance to succeed.

==Lore Benefit==
Training in Elemental Lore, Water will apply a +10 mana regeneration bonus '''to the caster only''' on successful casts. The duration of the effect is a set number of pulses based on a seed 10 [[summation]]. This effect does '''not''' require the caster to remain in the noded room.
{| {{prettytable}}
!Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231
|-
|# of pulses for +10 mana regen||1||2||3||4||5||6||7||8||9||10||11||12||13||14
|}


==Messaging==
==Messaging==
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When the following message appears, bards should stop singing Song of Power immediately or risk getting a rank 3 head/nerve critical with high likelihood of death.
When the following message appears, bards should stop singing Song of Power immediately or risk getting a rank 3 head/nerve critical with high likelihood of death.
<div {{log|margin-right=400px}}>As you sing, you feel the mana around you begin to fold and shift in a sudden chaotic frenzy!</div>
<pre{{log2|margin-right=400px}}>As you sing, you feel the mana around you begin to fold and shift in a sudden chaotic frenzy!</pre>


== Resources ==
== Resources ==

Revision as of 14:36, 4 September 2015

Mana Focus (418)
Mnemonic [MANAFOCUS]
Duration MnE ranks/2 pulses
Utility Magic  
Subtype Node Creation 
Components a non-node location 
Availability Self-cast 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack


The Mana Focus spell, if successful, will create a temporary 'Node' (for purposes of mana regeneration) at the caster's current location. There is a chance of catastrophic failure which can harm or kill the caster if the caster is not properly trained to use the spell. Factors for success include Minor Elemental circle spell ranks, Elemental Mana Control ranks, and Aura bonus.

Success Formula (minimum 3% failure cannot be trained off)
25 + (MnE spell ranks/4) + (Elemental Mana Control ranks/2) + Aura stat bonus ≥ 100

The node creation does not act like a true earth-node. Essentially, there will be a normal pulse and then an "enhanced" pulse shortly thereafter. The node lasts for Minor Elemental spell ranks/2 pulses. If the caster leaves the room, the mana focus will eventually dissipate, but not necessarily right away. The mana focus does not move with the caster. If the caster successfully creates a mana focus in a new room, the old mana focus will be destroyed, but Mana Focus cannot be refreshed in the same room.

The maximum damage dealt on a failure is based on the amount that the caster failed by on the roll to succeed. The amount of damage that the spell deals will decrease with a higher chance to succeed on a cast. It is possible for a failure to be lethal, but this is very rare and should not be possible for anyone with a decent chance to succeed.

Lore Benefit

Training in Elemental Lore, Water will apply a +10 mana regeneration bonus to the caster only on successful casts. The duration of the effect is a set number of pulses based on a seed 10 summation. This effect does not require the caster to remain in the noded room.

Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
# of pulses for +10 mana regen 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Messaging

Success
>wave rod
You raise your pointed rod towards the sky!
  1d100: 97 + Modifiers: 70 == 167

You struggle to gather the flows of essence in this area.
A strong whirlwind whips through the area, stirring up dust and other small pieces of debris, which form a small cloud overhead.

You feel that you have successfully been able to temporarily anchor the flows of essence in this area.

The whirlwind subsides, allowing the dust cloud to settle.

Cast Roundtime 3 Seconds.
Failure
You gesture.
You struggle to gather the flows of essence in this area.
A strong whirlwind whips through the area, stirring up dust and other small pieces of debris, which form a small cloud overhead.

As you struggle to gain control over the flows of essence, you feel a sudden surge of power!
A bolt of pure energy suddenly leaps out from the center of the dust cloud, striking you squarely and knocking you to the ground!

  ... 25 points of damage!
  Nasty shock to left hand stiffens fingers.  Nice and painful.
  You are stunned for 2 rounds!
The whirlwind subsides, allowing the dust cloud to settle.

Cast Roundtime 3 Seconds.

Note the failure also drained about 100 mana.

Ending
A strange whirlwind sweeps through the area, raising dust and blowing it in all directions.

Interaction with Song of Power (1018)

Utilizing this spell with Song of Power (1018) simultaneously will increase the chance of chaos when manipulating mana.

When the following message appears, bards should stop singing Song of Power immediately or risk getting a rank 3 head/nerve critical with high likelihood of death.

As you sing, you feel the mana around you begin to fold and shift in a sudden chaotic frenzy!

Resources