Anther's Call (2.0)

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Wm thumb.jpgWarrior Mage Guild
Anther's Call
Abbreviation: ANC
Prerequisites: Tremor, Fist of Stone (2.0), 10th circle
Minimum Prep: 10
Casting Cap: 60
Valid Spell Target: Others, Critters
Description: The spell titled Anther's Call was created by Imperial mages during the time of the Seven-Star Empire. They named the spell in honor of the famed Earth mage Anther to bridge the ideological rift between members of the Imperial College of Magic and those clan-structured Warrior Mages who remained loyal to the Grovekeepers. This spell calls forth a number of grasping hands fashioned from the earth or stone beneath the victim's feet which attempt to hold the target fast and immobile. It was widely used by Imperial mages to capture dissidents without inflicting physical harm.
Example Messaging: Mage gestures at a baby forest gryphon.

A low, pure note chimes from the earth below.
The ground around a baby forest gryphon begins to churn violently as dozens of large hands fashioned from living earth surge into view! The hands swarm over a baby forest gryphon's body, gripping its extremities and rendering it completely immobile!


The hands release their grip on you and fall to the ground, reverting to inert lumps of viscous mud.


Mage gestures at you.
Your ethereal shield crackles with energy!
A low, pure note chimes from the The Western Road, The Spring below.
The ground around you begins to churn violently as dozens of large hands fashioned from living earth surge into view! You manage to avoid being covered by the swarm of hands, and one by one they drop back to the ground where revert to inert earth.


(already immobile)
Mage gestures at a baby forest gryphon.
A low, pure note chimes from the earth below.
The ground around a baby forest gryphon begins to churn violently as dozens of large hands fashioned from living earth surge into view! After crawling over its immobile body like bloated spiders, the hands disappear into the ground once more.

(fail)
Mage gestures at a baby forest gryphon.
The water ripples slightly, but nothing else happens.

Notes

  • Environmental restrictions may reduce the spell's effectiveness or cause it to fail completely. Mountain and rocky areas best, mud and sand not so much, fails in water, wooden floored buildings, and on bridges.
  • Lasts from 10 to 30 seconds max.
  • Chime comes from room name and is visible by target and caster. (Used to determine land type.)