Searing Light (135)

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Searing Light (135)
Mnemonic [SEARINGLIGHT]
Duration Instantaneous
Attack Magic - Damage - Disabling  
Subtype Warding 
Target(s) Ungrouped 
Interval 10 to 20 seconds 
Damage Type Health 
State(s) Inflicted Disoriented 
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

Searing Light is a CS-based mass disabling spell against those not in the caster's group. The caster summons a ball of light that explodes, blinding its targets and causing typically low to moderate plasma damage; however, extremely high endrolls can result in fatal criticals.

The blinding effect has a 90% chance to cause the target to lose any prepared spells, as well as have difficulty casting any newly prepared spell. It is easier to evade, block and parry the attacks of a blinded target and to avoid combat maneuvers and creature maneuvers that they attempt.

Searing Light will also reveal affected targets that were hidden and/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.

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.

Usage

  • PREP 135 | CAST or INCANT 135 to cast this spell against against anything not grouped to the caster. For INCANT, a target must be visible in the room
  • INCANT 135 OPEN to open cast this spell once using INCANT (when a target is not visible)
  • INCANT SET OPEN 135 to always open cast this spell using INCANT 135

Messaging

Two open hands: Template:Message box

Runestaff: Template:Message box

The blindness effects wearing off: Template:Message box

A series of high endrolls, showing several fatal criticals: Template:Message box

Resources