Item:Hazy glass gyre prominently inscribed with esoteric runes
hazy glass gyre prominently inscribed with esoteric runes | |
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Look: | The gyre is composed of three disconnected parts suspended in the air relative to each other. Two hollow wheels float on the air, one within the other, and at the center is a small cylindrical hub.
Currently the outer ring spins, while everything within it is still. |
Weight: | 5 stones |
Metal: | No |
Uses: | 100 |
Appraised Cost: | 1,562,500 Kronars1,250,000 Lirums <br />1,127,500 Dokoras <br />1,562.5 LTBpoints <br />1,562.5 Tickets <br />1,562.5 Scrips <br /> |
Properties: | This is an item.
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Dimensions: | 1 length x 1 width x 1 height |
Sources: | Source is Sleeping Dragon Corn Maze 447/End loot, Sleeping Dragon Corn Maze 443/End loot, Sleeping Dragon Corn Maze 439/End loot, Droughtman's Challenge 450/End loot |
Overview
The gyre is a buff buffer. You put a spell in and later can take it out.
The gyre's wheel will hold 10 spells in total. You store them in it by activating it and then casting your spells. If you SHOW the gyre to someone else and they cast on you, the gyre will also swallow that one up. It only works on non-offensive spells.
When you're ready, you can INVOKE the gyre, and it will pour the spells out in FIFO order. You MUST have been the one to TAP your gyre to make use of INVOKE, otherwise the spells will fail. Upon INVOKE, the caster info will clear and you can share the item with a friend or an alt.
You can refill it. There's no cooldown, because you're paying the cost of mana and time when you fill it. There's a short delay between invokes (a random 5-10 second RT).
It starts with one wheel. With a potency crystal, you can add a second wheel. It starts out with 100 uses (of INVOKE). With an infuser stone you can add 75 more.
The exact chain of events is this:
- Gyre starts empty and unlocked. Once someone TAPs it in this state (to turn it on), the gyre sets that person as its owner.
- While it is "owned," only that particular character can TAP, capture, or release spells out of the gyre.
- Once the gyre has been emptied via INVOKE (both wheels need to be empty if the second wheel has been enabled), it removes its ownership information and the process starts over again.
Verbs
- The gyre is one of the more subtle examples of Feral Magic, known in recent years for fueling time-shifting magic. It is capable of suspending spells in mid-cast and releasing them back to the user at a later time. Each suspended wheel is an independent "battery" of its own, capable of storing and discharging separate spell loads.
- To suspend a spell, the user must TAP the device within a roisan of the spell going off, either their own or another magician's. If it is going to absorb another magician's spell, it must first be SHOWn to the magician as well.
- To release all the spells contained in a wheel, the user simply INVOKEs it much like other devices. This will cause all spells suspended in the wheel to affect the user in the order they were suspended.
- Only one wheel is active at a time and it is simply a matter of FLIPing the gyre to change which wheel is spinning.
- Default:
- The next upgrade will allow you to FLIP the gyre to access a second pool capable of holding 10 spells.
- The glass gyre currently has 100 charges remaining. Using an infuser stone would grant an additional 75 charges, for a total of 175.
- Upgraded:
- The glass gyre is fully upgraded. You can FLIP the gyre to toggle between spell pools.
- The glass gyre currently has 100 charges remaining. Using an infuser stone would grant an additional 75 charges, for a total of 175.
- You can't tell anything else about a hazy glass gyre prominently inscribed with esoteric runes.
- Empty:
- You focus your magical senses on a hazy glass gyre prominently inscribed with esoteric runes.
- The glass gyre is in flux, highly complex and seemingly suspended in mid-cast.
- You recognize the "pattern" as a manifestation of Feral Magic.
- Of the two wheels suspended in the gyre, the outer wheel is magically active and spinning.
- You would need to take a more studious approach to learn more about how this device is meant to function.
- Loaded:
- You focus your magical senses on a hazy glass gyre prominently inscribed with esoteric runes.
- The glass gyre is in flux, highly complex and seemingly suspended in mid-cast.
- You recognize the "pattern" as a manifestation of Feral Magic.
- Of the two wheels suspended in the gyre, the outer wheel is magically active and spinning.
- The outer wheel contains: <Spell 1>, <Spell 2>, <Spell 3>, and <Spell 4>.
- You would need to take a more studious approach to learn more about how this device is meant to function.
- TAP:
- You tap the center of the gyre. In response a subtle glow emanates from it.
- Roundtime: 4 sec.
- CAST, within 60 seconds of TAP GYRE:
- You gesture.
- The <Spell Name> spell grounds into the spinning wheel, accelerating it.
- INVOKE: (Has a randomized 5-10 second roundtime.)
- You concentrate on the spinning wheel of the gyre, releasing the magic sealed within!
- <CAST messaging for first spell stored.>
- <CAST messaging for second spell stored.>
- Roundtime: 8 sec.
Notes
- Spells that require custom CAST parsing (examples being Devour; Empath spells like Fountain of Creation, FP, CD, Heal, etc.) will mostly fail at the moment (with some work arounds, Moon Mages can ALIGN MOON for example).
- Alteration: This may be a tricky item to alter, because the script assumes a number of physical features exist. Material, color, and surface details are all safe to alter, but the shape is not.
- The gyre remains inert. - messaging means you backfired upon invoke. If you run into this often you will need to lower your cast. The gyres are more complicated to cast from (akin to wands) so you may not be able to cast at your full strength successfully especially for lower skilled characters.