Searing Light (135): Difference between revisions

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m (Updated status condition link and added explicit mention of both CMAN and SMR.)
m (Box in messages for more consistent width alignment.)
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==Messaging==
==Messaging==
Two open hands:
Two open hands:
{{Message box
<pre{{log2|margin-right=400px}}>
|<pre{{log2|margin-right=2em}}>
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!
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!
</pre>
</pre>}}


Runestaff:
Runestaff:
{{Message box
<pre{{log2|margin-right=400px}}>
|1=<pre{{log2|margin-right=2em}}>
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!
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!
The radiant burst of light engulfs a crested basilisk!
CS: +345 - TD: +68 + CvA: +25 + d100: +2 == +304
CS: +345 - TD: +68 + CvA: +25 + d100: +2 == +304
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Flash burns to eye momentarily blind the black centaur ranger.
Flash burns to eye momentarily blind the black centaur ranger.
Cast Roundtime 3 Seconds.
Cast Roundtime 3 Seconds.
</pre>
</pre>}}


The blindness effects wearing off:
The blindness effects wearing off:
{{Message box
<pre{{log2}}>
|<pre{{log2|margin-right=2em}}>
A black centaur ranger steadies himself as he recovers from his blindness.
A black centaur ranger steadies himself as he recovers from his blindness.
</pre>
</pre>}}


A series of high endrolls, showing several fatal criticals:
A series of high endrolls, showing several fatal criticals:
{{Message box
<pre{{log2}}>
|1=<pre{{log2|margin-right=2em}}>
You gesture at a scrawny black rat.
You gesture at a scrawny black rat.
A brilliant white ball of light forms just above the top of your ebonwood staff. It quickly grows in size until you lightly jerk your staff, causing the radiance to instantaneously spread throughout the entire area!
A brilliant white ball of light forms just above the top of your ebonwood staff. It quickly grows in size until you lightly jerk your staff, causing the radiance to instantaneously spread throughout the entire area!
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The mottled wood rat twitches and dies.
The mottled wood rat twitches and dies.
Cast Roundtime 3 Seconds.
Cast Roundtime 3 Seconds.
</pre>
</pre>}}


==Resources==
==Resources==

Revision as of 19:26, 3 February 2016

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

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 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.

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.

Usage

  • PREP 135 | CAST or INVOKE 135

Searing Light is an open cast spell that does not require any target specification.

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