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== Messaging == |
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== Messaging == |
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[[The Broken Lands]] |
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<div {{log2}}>Patterned as if by an enormous jeweler's hammer, the landscape is riddled with vast craters and jagged rocks. |
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Dark structures, alien and malignant in design, are patrolled by the haunted cries of jackals and the clacking of enormous beetles.</div> |
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[[Cysaegir]]: |
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[[Cysaegir]]: |
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<div {{log2}}>Dragonflies, damselflies, and bees dance upon the flower-laden winds of a city that is cradled within the trees. |
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<div {{log2}}>Dragonflies, damselflies, and bees dance upon the flower-laden winds of a city that is cradled within the trees. |
Locate Person (116)
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Mnemonic
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[LOCATE]
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Duration
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Instantaneous
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Utility Magic
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Subtype
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Location
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Components
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any player character
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Availability
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All
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Locate Person ("Locate") shows the room of the target character to the caster of this spell, provided he or she is in the same realm as the caster. This spell returns text as if someone in the same room as the target used the LOOK verb, as it shows the room title, description, individuals present, creatures and items present, and the obvious exits of the room. In addition, everyone in the target character's room will see the text, "Suddenly you have the strangest feeling that you are being watched. The feeling fades as quickly as it came."
If the person being located is not within the caster's current realm, the target will not sense the spell, and the caster will receive an unique out of range message based on the realm the target is within (except as discussed under Lore Benefits). If the person is taking a griffin ride, the locator will see, "All you see is the blur of the countryside as you soar along."
Certain rooms and the spell, Unpresence, prevent a target from being located, but the Locate Person spell returns a different message versus if the target was out-of-range. The entire area beyond the rolaren gate near Icemule Trace is one such area, as are all Grimswarm warcamps.
Casting the spell on hidden or invisible targets will return a message along the lines of, "What were you referring to?"
Lore Benefits
Spiritual Lore, Summoning allows the caster to locate people not in their realm
- At 30 ranks, the caster can view targets in adjacent realms
- At 60 ranks, the caster can view targets in near-adjacent realms
- At 90 ranks, the caster can view targets in far realms
In addition, at 30 ranks of Summoning Lore, casting Locate in a room where someone has been located within 30 seconds will let the caster identify the locator.
- Targets in the Elemental Confluence are considered out-of-realm to outside casters regardless of lore training. Messaging will indicate the realm from which they entered.
Blocked Areas
Messaging
The Broken Lands
Patterned as if by an enormous jeweler's hammer, the landscape is riddled with vast craters and jagged rocks.
Dark structures, alien and malignant in design, are patrolled by the haunted cries of jackals and the clacking of enormous beetles.
Cysaegir:
Dragonflies, damselflies, and bees dance upon the flower-laden winds of a city that is cradled within the trees.
The spray of a nearby waterfall creates a prismatic rainbow in the gentle mists that caress the vibrant foliage near a pebble-edged brook.
Icemule Trace:
Cradled to the bosom of a glacier, the small city, filled with quaint little cottages, people bustling about their business eagerly, and the aroma of fresh-baked bread hanging in the air, is not dampened in the least by the endless leagues of snow that blanket it.
Farms, shrines, and graveyards mark the countryside, their abandoned structures only slightly paler than the ice that they rest within.
Mist Harbor:
Surrounded by mists on all sides, a small island is enclosed by glittering sapphire blue waters which are teeming with life.
Deep in the dark green of the tropical landmass, the foliage ripples like waves as the wind batters at it from all four directions.
Old Ta'Faendryl:
Tangled vines and creeping grasses mar the edges of an enormous, ruined city, denoting where nature has attempted to take back what is hers.
Winged beasts creep within the shadows of the aging forest and shy away from the glowing windows of a small cottage that rests off the beaten path.
Reim:
Long tendrils of rainbow-colored ethereal light emerge from a howling blizzard. Just beneath them, a shadowy mass of land can be seen through the top of the ongoing storm.
The Rift:
Pulsating like the heartbeat of the world, the mist-shrouded ground stretches in confusing circles that are hard to track.
Strange images, haunted and perverse, tantalize the edges of your vision and spiral away into the breath of darkness.
River's Rest:
Surrounded by the vibrancy of the jungle on many sides, the small town is comprised of ruined bridges and roughened veneer.
Distant sails, many black and tattered, top vessels of ill-repute as they turn to port upon a glittering sea.
Shadow Valley:
Spectral shapes dance upon a twisted and shadowy landscape.
Strange mists obscure everything and only the dull red glow of eerie, equine eyes illuminates the way.
Solhaven:
Glittering like a thousand tears falling from the cliffs, the waterfall is fed to the north by a river that kisses the land and to the south by an enormous, deep blue bay.
Fishing boats and lobster pots speckle the tranquil waters that lick the edges of a sprawling sea port and its nearby shanty cousin.
Ta'Illistim:
Nestled beneath the gaze of glacial peaks is a sapphire city that glitters and sparkles amongst tall grasses, which trickle away into an enormous pass.
Speckling the countryside are observatories, manors, and shrines that gleam only slightly less majestically than their larger counterparts within the glowing metropolis.
Ta'Vaalor:
Imposing crenellation, remarkable in design, tops the high walls of a fortress city that boasts four imposing gates.
To the north of the militant stronghold is an enormous lake that randomly ripples or swirls, its surface glittering like the tears of the fallen.
Teras Isle:
Ash rains down upon a dwarven settlement, creating banks of grey that mute colors and sounds.
An enormous statue stands at the junction of two streets, its metallic features illuminated by a nearby lava tube.
Wehnimer's Landing:
High walls surround a sprawling frontier-style town that is set back from the woods on the east and coastal cliffs on the west.
Ivory markers wink in and out of the lush greenery of the forest. The foliage ends abruptly at an expansive cemetery, its gates tall and imposing.
Zul Logoth:
Toadstool-illuminated walls rise smoothly from cool, stone floors to create twisting tunnels that bend this way and that and are speckled with glittering prizes.
A rapidly moving mine cart surges past, its wheels rattling loudly upon the iron tracks, and a bright yellow canary chases after it.
Resources