Searing Light (135)

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


The Searing Light spell 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 low to moderate plasma damage.

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 maneuvers that they attempt.

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.

Duration: 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.

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

Messaging

Two open hands:

You hold your two open hands before you, fingers splayed, as a brilliant white ball of light forms between them. When the ball glows so brightly that it begins to singe your skin, you unleash the radiance before you and it instantaneously spreads throughout the entire area!

Runestaff:

A brilliant white ball of light forms just above the top of your crimson orase runestaff. It quickly grows in size until you lightly jerk your runestaff, causing the radiance to instantaneously spread throughout the entire area!

The radiant burst of light engulfs a crested basilisk!
   CS: +345 - TD: +68 + CvA: +25 + d100: +2 == +304
   Warding failed!
   The bright light sears the basilisk for 10 damage!
   ... 35 points of damage!
   Fiery blast of plasma blows the crested basilisk's leg into a bloody spray!
   The crested basilisk screams loudly as it drops to the ground in agony and favors its mangled left hind leg.
   The crested basilisk is stunned!
   ... 5 points of damage!
   Flash burns to eye momentarily blind the crested basilisk.

The radiant burst of light engulfs a black centaur ranger!
   CS: +345 - TD: +88 + CvA: +1 + d100: +14 == +272
   Warding failed!
   The bright light sears the ranger for 10 damage!
   ... 30 points of damage!
   Skin and muscle roasted away leaving the ribs exposed on the black centaur ranger's back!
   The black centaur ranger is stunned!
   ... 5 points of damage!
   Flash burns to eye momentarily blind the black centaur ranger.
Cast Roundtime 3 Seconds.

The blindness effects wearing off:

A black centaur ranger steadies himself as he recovers from his blindness.

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