Halo

From elanthipedia
Jump to: navigation, search


Cleric thumb.jpgCleric Guild
Halo
Abbreviation: HALO
Prerequisites: Circle 20, Divine Radiance, Major Physical Protection
Slot Cost: 3
Mana Type: Holy magic
Spell Type: battle / debilitation, warding
Difficulty: advanced
Prep (min/max): 30 / 100
Skill Range (min/max): 250 / 1000
Valid Spell Target: Area
Duration (min/max): 1 minutes / 10 minutes
Description: Much as the Divine Radiance and Shield of Light spells solidify lucent energy into solid matter, the Halo spell forms a powerful wall of light that echoes away from the caster. If successful, this force will push foes at close range back, and may even knock them into a daze or send them sprawling. The Undead are especially susceptible to these magics, often suffering wounds at the brunt of the holy energy crashing into them.

The Halo pattern will lie dormant until you are within pole or melee range of an opponent, at which time it will activate. If woven into an Osrel Meraud orb, however, the power held within will not be unleashed until such a time as you are in serious peril, such as being severely wounded or incapacitated.

Effect: Impact damage, Electrical damage, Damages undead. Pole/Melee range knockback/stun.
Example Messaging: Start: Pinpoints of intense white light erupt from the ether, rapidly streaking and blurring into a blinding whirlwind of luminance surrounding you. The chaotic patterns of light roar and moan like so many lost souls bemoaning their demise.

Refresh: The air around you stirs eerily, caught in an unnatural current highlighted by vestigial strands of spectral light.

End: With a whispered sigh, your Halo spell expires.

Contest Type: magic / reflexes

Notes

  • The knockback can knock targets into adjacent rooms.
  • Can be stored in OM, will trigger when in danger (e.g. stunned).
  • Regardless of output cast (Orb, or otherwise) can be INFUSE'd to trigger the area of effect knockback early. This has a cooldown still.