Verb:MANA

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MANA allows you to view your maximum mana, remaining mana points, and how much mana you'll recover both on node and off node. It can also be used by those with sufficient Mana Control training to either force a mana pulse to occur immediately or instantly cast all known defensive spells.

Usage

  • MANA
Shows information about currant mana capacity and amount of mana gains per pulse
  • MANA PULSE
Allows the caster to manually invoke a pulse as if they were off-node. (Subject to mana control skill.)
  • MANA SPELLUP
Allows the caster to instantly cast all defensive spells known to them. (Subject to mana control skill.)

Mana Control Benefits

Training in the appropriate mana control skills (Elemental Mana Control, Mental Mana Control, Spiritual Mana Control) can unlock additional usages of this verb. Note that the threshold tiers for each case differ.

Mana Spellup

A caster may invoke all known buff spells (with a few exceptions) at the same time at zero mana cost a number of times per day equal to the threshold tier. The profession's magical domain (single-sphere or hybrid) will determine how to calculate the necessary skill ranks for each tier. For single-sphere professions, each tier is 75 ranks of the appropriate mana control. For hybrid professions, sum the larger of the two relevant mana control skills with half of the ranks of the complementary professional hybrid sphere mana control, each tier represented in blocks of 75 skill ranks of this total.

For example, a sorcerer with 50 ranks in both elemental and spiritual mana control (tier 1) and knowledge of every spell in the Minor Spiritual, Minor Elemental, and Sorcerer Base spells can invoke this ability once per day (note Wall of Force (140) is excluded):

>mana spellup

With your advanced understanding of spiritual and elemental mana, you transcend the normal limitations of magic and release upon yourself a flurry of abjurations...

A light blue glow surrounds you.
The air thickens and begins to swirl around you.
You suddenly feel more powerful.
There is a dim flash around you.
You feel a strengthening of your internal fortitude.

There is a dim flash around you.
You feel a strengthening of your blood flow.

A deep blue glow surrounds you.
A dull golden nimbus surrounds you.
You suddenly feel a lot more powerful.
You are surrounded by a white light.

A silvery luminescence surrounds you.
A bright luminescence surrounds you.
A brilliant luminescence surrounds you.
You are filled with a sense of great confidence.
Your skin tingles for a moment and you feel more secure.
A shadowy patch of ether rises up through the ground to encompass you, swiftly sinking into your skin.
Cast Roundtime 3 Seconds.

This ability should be considered particularly useful after deaths, during invasions, or after mass dispel effects.

Casters wishing to avoid the penalties associated with trade-off spells such as Spirit Barrier (102) or Elemental Focus (513) should remember to stop these spells.

Mana Pulse

Any character may speed up the next natural mana pulse if it would occur within a number of seconds equal to the threshold tier. The profession's magical domain (single-sphere or hybrid) will determine how to calculate the tier. For single-sphere professions, each tier is one rank of the appropriate mana control. For hybrid professions, sum the larger of the two relevant mana control skills with half of the ranks of the complementary professional hybrid sphere mana control, the tier equal to this total. The amount of mana obtained from this skill is always equal to the character's standard off-node value, regardless of the character's location. In trade, the next natural mana pulse will skip the character, and the character cannot use the skill again until that time.

Messaging for invocation:

>mana pulse

An invigorating rush of mana pulses through you.
Cast Roundtime 3 Seconds.

Messaging for termination of the cool-down timer and skipped mana pulse:

You feel mana pulse within the area, but it does not reach you.

This skill will never give characters additional mana (and provides even less mana if the character is on a node when the cool-down pulse skips), but does allow characters more control over when to get mana. This can be useful for example to finish off a creature, get a final pulse before a hunt, or shortly before invoking Sign of Wracking so the natural pulse does not occur when a character is nearly full of mana.


See Also