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	<id>https://elanthipedia.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DR-GREJUVA</id>
	<title>Elanthipedia - User contributions [en]</title>
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	<updated>2026-05-04T02:33:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=500715</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=500715"/>
		<updated>2019-03-03T17:03:35Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|abbrev=ifl&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|magic=Lunar Magic&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|prereqs=[[Burn]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The classic Burn pattern, known to many cultures of lunar mages, can draw light from but one of the available sources.  Prophets among the Ancient Beloved, however, strove for more so that their power might wax to heights not seen since the Luethra.  Thus was this clever half-spell invented: with multiple light sources, the Fire-Lens will allow Burn to triangulate far more precisely and focus greater amounts of energy.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Increased Burn accuracy and damage based on moons/sun&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Syamelyo_Kuniyo&amp;diff=500714</id>
		<title>Syamelyo Kuniyo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Syamelyo_Kuniyo&amp;diff=500714"/>
		<updated>2019-03-03T16:30:15Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Syamelyo Kuniyo&lt;br /&gt;
|abbrev=sk&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=2&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|magic=Life Magic&lt;br /&gt;
|spellbook=Wilderness Survival&lt;br /&gt;
|prereqs=Circle 70 and [[Skein of Shadows]] or [[Oath of the Firstborn]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The cycle of life is sacred to Kuniyo in a way Rangers can best resonate with.  With every whistling arrow and with every hunt, we pay homage to the forest god.  An archer with the power of Syamelyo Kuniyo will be able to line up that perfect first shot much more swiftly and strike with the cold fury of nature.&lt;br /&gt;
&lt;br /&gt;
This is a battle spell, intended to be prepared quickly and cast on a single target while in battle.  It can be cast without a target.&lt;br /&gt;
|buffs=No buffs,&lt;br /&gt;
|debuffs=No debuffs,&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Makes the first aim on every enemy faster and deal pure cold damage.&lt;br /&gt;
|messaging=CAST-The left side of the world becomes hazed in gauzy green shadows briefly, and you find yourself drifting to the verge of reveries paradisiac and exhilarating.&lt;br /&gt;
DROP - Your green-shadowed reveries grow distant.&lt;br /&gt;
&lt;br /&gt;
You turn to face a mutant togball.&lt;br /&gt;
In one frozen moment, your thoughts shift to a dreamlike tableau: a dugong and a sea otter foraging together in shallow waters off the shores of a pristine tree-covered island.  You deftly draw your battle longbow&#039;s string and begin to aim at a mutant togball.&lt;br /&gt;
|sig=No&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
Guild Leader Paglar in Boar Clan teaches this spell.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Syamelyo_Kuniyo&amp;diff=496604</id>
		<title>Syamelyo Kuniyo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Syamelyo_Kuniyo&amp;diff=496604"/>
		<updated>2018-11-21T08:27:21Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Syamelyo Kuniyo |guild=Ranger |spellbook=Wilderness Survival |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Syamelyo Kuniyo&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|spellbook=Wilderness Survival&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Convergence&amp;diff=496603</id>
		<title>Convergence</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Convergence&amp;diff=496603"/>
		<updated>2018-11-21T08:27:03Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Convergence |guild=Ranger |spellbook=Nature Manipulation |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Convergence&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|spellbook=Nature Manipulation&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sylvan_Purity&amp;diff=496602</id>
		<title>Sylvan Purity</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sylvan_Purity&amp;diff=496602"/>
		<updated>2018-11-21T08:26:52Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Sylvan Purity |guild=Ranger |spellbook=Nature Manipulation |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Sylvan Purity&lt;br /&gt;
|guild=Ranger&lt;br /&gt;
|spellbook=Nature Manipulation&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=496601</id>
		<title>Iyqaromos Fire-Lens</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Iyqaromos_Fire-Lens&amp;diff=496601"/>
		<updated>2018-11-21T08:26:37Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Iyqaromos Fire-Lens |guild=Moon Mage |spellbook=Moonlight Manipulation |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Iyqaromos Fire-Lens&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|spellbook=Moonlight Manipulation&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Phenomena&amp;diff=496600</id>
		<title>Phenomena</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Phenomena&amp;diff=496600"/>
		<updated>2018-11-21T08:23:39Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Phenomena |guild=Trader |spellbook=Illusion |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Phenomena&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|spellbook=Illusion&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Disassemble&amp;diff=496599</id>
		<title>Disassemble</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Disassemble&amp;diff=496599"/>
		<updated>2018-11-21T08:23:06Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Disassemble |guild=Trader |spellbook=Fabrication |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Disassemble&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|spellbook=Fabrication&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=All-Presence&amp;diff=496598</id>
		<title>All-Presence</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=All-Presence&amp;diff=496598"/>
		<updated>2018-11-21T08:22:05Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=All-Presence |guild=Empath |spellbook=Mental Preparation |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=All-Presence&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Teachings_of_the_Verdant_Lily&amp;diff=496597</id>
		<title>Teachings of the Verdant Lily</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Teachings_of_the_Verdant_Lily&amp;diff=496597"/>
		<updated>2018-11-21T08:21:43Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Teachings of the Verdant Lily |guild=Empath |spellbook=Mental Preparation |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Teachings of the Verdant Lily&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sorden_Singec&amp;diff=496596</id>
		<title>Sorden Singec</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sorden_Singec&amp;diff=496596"/>
		<updated>2018-11-21T08:03:30Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Sorden Singec |guild=Empath |spellbook=Life Force Manipulation |desc=Information on Jomay&amp;#039;s work has been classified by order of the Khalaen rae Moda. |status=pl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Sorden Singec&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|spellbook=Life Force Manipulation&lt;br /&gt;
|desc=Information on Jomay&#039;s work has been classified by order of the Khalaen rae Moda.&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bonegrinder&amp;diff=496595</id>
		<title>Bonegrinder</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bonegrinder&amp;diff=496595"/>
		<updated>2018-11-21T07:57:13Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Bonegrinder |spellbook=Low Sorcery |desc=Violent sorcery comes in many forms.  Most attack flesh and blood, but some dive to the very skeletons of their victims....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Bonegrinder&lt;br /&gt;
|spellbook=Low Sorcery&lt;br /&gt;
|desc=Violent sorcery comes in many forms.  Most attack flesh and blood, but some dive to the very skeletons of their victims.  Bonegrinder is a vicious spell intended for this very purpose: shattering the basic structure upon which all muscles cling, snapping bones like twigs and spraying the fragmented remains.  No armor will save the victim from this angry cracking of bones.&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Planned Arcane Spells]]&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sidhlot%27s_Flaying&amp;diff=496594</id>
		<title>Sidhlot&#039;s Flaying</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sidhlot%27s_Flaying&amp;diff=496594"/>
		<updated>2018-11-21T07:54:53Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Sidhlot&#039;s Flaying&lt;br /&gt;
|spellbook=Lay Necromancy&lt;br /&gt;
|desc=As is obvious from its name, the Sidhlot&#039;s Flaying spell was developed by the Bone Elves.  Gruesomely, this magic will rip the skin from its target, bearing its bloodied musculature for all to see.  Some speculate that it is used to prepare certain, special forms of undead, or to allow the Bone Elves to better understand the anatomy of their foes, yet it clearly can be used to further the causes of pain and suffering.  Particularly devastating results have been observed on already bleeding wounds.&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Planned Arcane Spells]]&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Hylomorphic_Sorcery_spellbook&amp;diff=496593</id>
		<title>Category:Hylomorphic Sorcery spellbook</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Hylomorphic_Sorcery_spellbook&amp;diff=496593"/>
		<updated>2018-11-21T07:54:01Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hylomorphic Sorcery]] is the corruption of cosmologic Form. Hylomorphic Sorcery will be a broader concept than just Blackfire and so will absorb the Blackfire Sorcery Spellbook. [[Warrior Mage]]s will be able to permanently memorize Hylomorphic Sorcery spells.&lt;br /&gt;
&lt;br /&gt;
It is likely that participation in Hylomorphic Sorcery will be frowned upon by the Grovekeepers and may possibly result in physical repercussions. &amp;lt;ref&amp;gt;[[Post:High_Sorcery_Research_-_06/15/2017_-_00:37]]&amp;lt;/ref&amp;gt; However, it is not currently known how they discover who is practicing sorcery within the ranks. &lt;br /&gt;
&lt;br /&gt;
Like other elements, environmental variables influence certain spells (&#039;perceive element all&#039;). Hylomorphic spells are influence by how &amp;quot;industrial&amp;quot; the area is. Metal domain alignment causes Hylomorphic corruption to decay faster.&lt;br /&gt;
&lt;br /&gt;
== High Sorcery Research ==&lt;br /&gt;
&lt;br /&gt;
The following contains the research of Warrior Mages taking part in high sorcery research to discover Hylomorphic sorcery. There are &#039;&#039;&#039;SPOILERS&#039;&#039;&#039; within this text that extend beyond the high sorcery research; some dedicated warrior mages will already be familiar with what is being called &amp;quot;the new element&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(6/21/17) I will intentionally leave out any specific process for conducting the research as to not ruin the fun for folks still figuring it out. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Planes [PLANES]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Inwardly, you make an exercise of tracing the elements nearby back to their quintessences. Doing this for all six of them is grueling work, yet worthwhile. &lt;br /&gt;
&lt;br /&gt;
- You continue to study each of the Elemental Planes in turn. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You have a fresh recognition of how your summoning taps into the Elemental Planes, though you are still far from perfectly measuring such unrealities. Thoughts about side topics and new applications stir in your head.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laws of Physical Reality [PHYSICAL]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- In very slight ways, you tamper with the elemental balance in the vicinity, looking for oddities that cannot be accounted for by natural elementalism. &lt;br /&gt;
&lt;br /&gt;
- You continue to test the limits of physical law. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! Having closely observed the influence of extraplanar physics on local elements, you gain a better understanding of what makes Elanthia tick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metaphysics of Shape, Function, and Body [METAPHYSICS]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You begin to consider the grittier implications of an existence defined by a singular element. &lt;br /&gt;
&lt;br /&gt;
- You continue to dwell on the elemental quintessences, so pure as to whittle every concept down to absolute singlemindedness. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You have made some valuable inferences concerning the exploitation of planar metaphysics, just nothing momentous in particular.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Para-Elemental Synergy [SYNERGY]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You start by scrutinizing the small-scale, normally negligible instances where the elements sometimes transition from one to another, or at least appear to. Magnified, these anomalies might be the precursor to elemental compounds undreamt of. &lt;br /&gt;
&lt;br /&gt;
- You continue to experiment with probable para-elements. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! The properties and behaviors that define each element are naturally inviolate, in parallel with its respective plane, seemingly decreed by Firulf himself. When you mix in foreign mana, however, the elements become ever so slightly protean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Elements [ELEMENT]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- With the six elements well within your ken, you begin aggressively pursuing the potentiality of a seventh, perhaps many more. &lt;br /&gt;
&lt;br /&gt;
- Wildly pushing your magic into arbitrary dimensions, you continue to look for evidence of undiscovered elements. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! Even as your hopes of definitively discovering a new element are dashed, part of your research proves not to be altogether footless. There are clues in the interstices between elements, tantalizing all the same.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Plane of Metal [METAL]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- Paying no heed to the sureties of tradition, you let yourself drift into an asymmetric summoning ritual. Something unlike any elemental quintessence, drawn to existence by sheer passion, bubbles up in the planar void. Your senses are barraged with what you can only perceive as metallic. &lt;br /&gt;
&lt;br /&gt;
- You continue trying to summon the elusive, immaterial metal so rich in promise. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! You are still uncertain whether your find is a true element more rarefied than aether, or an elemental mirage caused by overstrain, or something inbetween. It is there and, you believe, now yours to harness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hylomorphic Sorcery [HYLOMORPHIC]:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
- You begin to push your summoning to the edge in radical ways you were never taught by a guildleader. &lt;br /&gt;
&lt;br /&gt;
- Your head aches with anticipation as you continue to study Hylomorphic Sorcery and its tenets. &lt;br /&gt;
&lt;br /&gt;
- Breakthrough! As your emotions come to a boil, you feel that you have achieved a sound grasp of the hylomorphic principle. The magic you seek deals with an abstract metal with the power to bind or unbind other elements, redefining what is possible. You are prepared to advance theory into a genuine spell, but some misgivings linger nonetheless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Applied Hylomorphism: Aethrolysis [AETHROLYSIS]: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Eager to put your craft to use, you start to research Applied Hylomorphism: Aethrolysis. You contemplate what you already know of this particular expression of Hylomorphic Sorcery.&lt;br /&gt;
Elementalist scholars know that everything in the Plane of Abiding contains a modicum of aether; therefore, in theory, so must any visitors if they are to exist here. Hylomorphic sorcerers go beyond that theory and many others: remove enough of the visitor&#039;s aether, and it is suddenly naked amidst a hostile reality. A Holy-mana blend, the Aethrolysis spell conjures a compound of electricity and water that laughs at the rules of either, harmful to creatures of extraplanar origin.&amp;quot; Upon successful completion of this research project, you are going to learn the Aethrolysis spell at the cost of 1 slots. If it is not what you want, you should RESEARCH CANCEL.]&lt;br /&gt;
&lt;br /&gt;
-You continue to blindly adjust the slivers of Lunar and Holy mana against the Elemental pattern you are composing.&lt;br /&gt;
&lt;br /&gt;
-Breakthrough! At last, all the pieces of your bold experiment fall into place. The mana mixture blends as stably as can be expected, the pattern precarious but functional. You have successfully translated your theoretical knowledge of Hylomorphic Sorcery into a practical purpose. You have taught yourself the Aethrolysis spell!&lt;br /&gt;
&lt;br /&gt;
== Blackfire ==&lt;br /&gt;
&lt;br /&gt;
Blackfire employs a type of all-consuming fire from which all color has been drained. It is a mixture of Elemental and Holy mana.  Blackfire was discovered by the [[Blackfire Cabal]], who found that removing all color from fire produced a characteristic black flame that consumed rather than burned. Blackfire is extremely powerful and destructive, and as a [[sorcery]], its use is forbidden by the [[guild association is::Warrior Mage]] guild and provincial authorities.&lt;br /&gt;
&lt;br /&gt;
It is not currently planned for Warrior Mages to be able to permanently memorize Blackfire spells.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Sorcery spells,Warrior Mage spells}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sidhlot%27s_Flaying&amp;diff=496592</id>
		<title>Sidhlot&#039;s Flaying</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sidhlot%27s_Flaying&amp;diff=496592"/>
		<updated>2018-11-21T07:48:40Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Sidhlot&#039;s Flaying&lt;br /&gt;
|spellbook=Lay Necromancy&lt;br /&gt;
|desc=As is obvious from its name, the Sidhlot&#039;s Flaying spell was developed by the Bone Elves.  Gruesomely, this magic will rip the skin from its target, bearing its bloodied musculature for all to see.  Some speculate that it is used to prepare certain, special forms of undead, or to allow the Bone Elves to better understand the anatomy of their foes, yet it clearly can be used to further the causes of pain and suffering.  Particularly devastating results have been observed on already bleeding wounds.&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category:Heavy_offensive_abilities&amp;diff=487154</id>
		<title>Category:Heavy offensive abilities</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category:Heavy_offensive_abilities&amp;diff=487154"/>
		<updated>2018-05-04T09:28:30Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heavy offensive spells have additional or stronger effects than other spells of their kind. These are predominantly targeted magic spells currently, although this is not a requirement. All of these spells trigger a single global cool down that prevents the casting of any of these spells until it has worn off, although the length of the cool down period that is triggered can vary from spell to spell. Typically it is around a base of 4 minutes, although that can be worked off with relevant skill (e.g. {{skill|Targeted Magic}}) or mastery feats (e.g. [[Magical Feats|Debilitation Mastery]].)  The feats are much more impactful here than their general function.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Enrichment&amp;diff=487138</id>
		<title>Enrichment</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Enrichment&amp;diff=487138"/>
		<updated>2018-05-04T00:36:07Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |abbrev=- |minprep=30 |castcap=100 |minskill=250 |maxskill=1000 |minduration=2 |maxduration=10 |validtarget=Self |guild=Trader |spellbook=Fabrication |prereqs=All othe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Trader&lt;br /&gt;
|spellbook=Fabrication&lt;br /&gt;
|prereqs=All other Fabrication spells&lt;br /&gt;
|slot=4&lt;br /&gt;
|desc=Conjured crystals are far from perfect even in most favorable circumstances, as flawed as the magician who conjures them.  Through a total comprehension of Fabrication, one may temporarily smooth over these flaws and unlock the crystals&#039; hidden potential.  Only Trabe and avtalia crystals can be enriched in this fashion, and not without an extravagant consumption of starlight aura.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=&lt;br /&gt;
|messaging=&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Glowing_iron_fragment&amp;diff=487015</id>
		<title>Item:Glowing iron fragment</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Glowing_iron_fragment&amp;diff=487015"/>
		<updated>2018-05-01T10:05:00Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=fragment&lt;br /&gt;
|look=Pale white light surrounds a crazed and pitted piece of iron.  At first the fragment appears to glisten and shine with a crystalline quality, but upon closer examination you realize this is due to a layer of condensation that has frozen fast to its surface.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Even from this distance you can easily feel the intense chill that clings to the fragment.  Contact with the fragment is likely dangerous unless your hands are properly protected.&lt;br /&gt;
|MTag=iron&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=0&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
Presumed to be a fallen star during the [[Cosmic Conudrum]] event, the fragment is imbued with lunar and holy energy. The fragment will quickly lose its power leaving behind an {{sloot|i|iron fragment}} unless stored in a {{ilink|i|star-streaked sack}}. This sack will only slow the rate of decay, and most fragments will become useless after a week or so.&lt;br /&gt;
&lt;br /&gt;
Any newly generated fragments currently have a life span of one week, but after the festival that will drop dramatically. Your best bet after the festival will be to use them, give them away, or sell them quickly. The life span may become as short as an hour or so. There will be new sources for people who still need them.&lt;br /&gt;
&lt;br /&gt;
If handled without hand armor, it will cause minor hand and skin wounds due to the extreme cold. If there are many fragments in the same sack, you may experience minor eye injuries from looking into the sack. (The more fragments there are, the brighter the light in the sack.)&lt;br /&gt;
&lt;br /&gt;
Attempting to EAT or LICK the fragment will result in internal head wounds and a skin rash.&lt;br /&gt;
&lt;br /&gt;
==Source==&lt;br /&gt;
The fragments were originally found in the company of {{ilink|i|rock fragment}}s after a meteor impact. As the [[Holy Festival 392]] grew closer, they begun to be found on the bodies creatures.&lt;br /&gt;
&lt;br /&gt;
Just before the festival opening, there was a large meteor shower and hundreds of them appeared on the ground over an hour&#039;s time.&lt;br /&gt;
&lt;br /&gt;
==Study==&lt;br /&gt;
&#039;&#039;From a [[Cleric]]al point of view&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Though the fragment has been heavily polluted with [[Lunar Magic]], you feel a thrill of divine meaning through your soul as you unravel its design.&lt;br /&gt;
&lt;br /&gt;
The influence of three gods converge within the fragment.  You sense that the fragment is intimately connected to [[Tamsine]] and considered a holy relic by the grace of [[Phelim]].  Dark and destructive -- yet no less holy -- currents ripple through the fragment as well, connecting this piece of iron to the terrible will of [[Huldah]].&lt;br /&gt;
&lt;br /&gt;
The connection between Tamsine and Phelim, along with the Lunar pollution, suggests that this is a star fallen from the place where Phelim suspended it.  Its appearance and physical composition are manifestations of Huldah&#039;s influence, capable of turning divine tears into something deadly and base.  You intuit that if the star is left as it is now, Huldah&#039;s influence over it will continue to grow and finally become ascendant.&lt;br /&gt;
&lt;br /&gt;
Despite its fallen state, you conclude that it is still an important relic of Phelim.  Outside of whatever purpose the gods have set for it, you could likely amplify the [[Phelim&#039;s Sanction]] spell with its presence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From a [[Moon Mage]] point of view&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Focusing wholly on your magical senses, you methodically examine the nature of the fragment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the fragment is heavily charged with energy, you detect that there is no spell pattern or enchanting sigil behind it.  Instead, it appears to be an exaggerated example of meteoric iron.  A massive charge of celestial magic built up around the fragment during a time in the heavens, and now that it is on Elanthia that power is &amp;quot;winding down.&amp;quot;  The bitterly cold light is a manifestation of the escaping energy, akin to the forces called down by the [[Starlight Sphere]] spell.&lt;br /&gt;
&lt;br /&gt;
While its composition suggests meteoric iron, this magic is evocative of an origin in the cold and distant stars.  Astrologers have never managed to quantify the strength and distance of the stars, but that is because both are perceived to be larger than imagination.  Someone who was examining the magical element out of context may leap to the conclusion that he is holding a star, but there&#039;s still enough Elanthia left intact to suggest that is not the case.&lt;br /&gt;
&lt;br /&gt;
Whether an exceptional piece of meteoric iron or an infinitesimally small stellar fragment, it is undeniably sympathetic to Stellar Magic.  You could likely amplify the Starlight Sphere spell with its presence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Focus==&lt;br /&gt;
&#039;&#039;From a [[Cleric]]al point of view&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You feel an intense chill through your mail gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
You focus your magical senses on a glowing iron fragment.&amp;lt;br /&amp;gt;&lt;br /&gt;
You detect a powerful charge of Lunar energy emanating from the fragment.&amp;lt;br /&amp;gt;&lt;br /&gt;
The charge is inexorably dissipating but does not show any signs of stress yet.&lt;br /&gt;
Though it appears at first glance to be nothing but a [[Moon Mage]]&#039;s curio, you detect a trace of divine meaning hidden within the strange magic.  Careful study and reflection of the fragment could reveal more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;From a [[Moon Mage]] point of view&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You focus your magical senses on a glowing iron fragment.&amp;lt;br /&amp;gt;&lt;br /&gt;
You detect a powerful charge of celestial energy emanating from the fragment.&amp;lt;br /&amp;gt;&lt;br /&gt;
The charge is inexorably dissipating and will only last for another day. &amp;lt;br /&amp;gt;&lt;br /&gt;
While lesser magicians may perceive it as Lunar energy, you note that this magic is drawn down from the planets and stars far removed from Elanthia.  Celestial energy in an unstructured form is highly unusual and bears detailed study.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Fragments are used to charge the {{ilink|i|god totem}} (received by praying to your god at [[Holy Festival 392]]). If a fragment is used on a capped totem, there is a chance that the user will receive a level 1 RPA bonus.&lt;br /&gt;
&lt;br /&gt;
If held during casting, the fragment enhances [[Phelim&#039;s Sanction]] and [[Starlight Sphere]]. However, this will accelerate the rate of decay. &lt;br /&gt;
&lt;br /&gt;
You will see this messaging in the first line of the cast messaging:&lt;br /&gt;
&lt;br /&gt;
Starlight Sphere: Your glowing fragment provides a powerful sympathetic connection to the stars above.&lt;br /&gt;
&lt;br /&gt;
Phelim&#039;s Sanction: Silver light ripples down your left arm as the holy relic of Phelim responds to your spell.&lt;br /&gt;
&lt;br /&gt;
Traders can invoke the fragment to refill their starlight aura.&lt;br /&gt;
&lt;br /&gt;
==Decay==&lt;br /&gt;
After a random amount of time, the fragment loses it&#039;s magic and becomes a {{sloot|i|iron fragment}}. Fragments found on creatures have significantly shorter lifespans than those that fall from the sky. Placing it in a {{ilink|i|star-streaked sack}} that was available during the event will extend the time by an unknown amount.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Spell_efficacy&amp;diff=486116</id>
		<title>Spell efficacy</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Spell_efficacy&amp;diff=486116"/>
		<updated>2018-04-07T09:32:49Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Devotion has no effect on mana in M3.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spell Efficacy is a set of systems that alter the amount of mana available in an area due to environmental influences. There are several forms that this mechanic takes, and only certain categories of spells are affected.&lt;br /&gt;
&lt;br /&gt;
==Elemental Efficacy==&lt;br /&gt;
When casting all [[:Category:Warrior Mage spells|Warrior Mage spells]] or [[:Category:Bard spells|Bard spells]] from the [[:Category:Elemental Invocations spellbook|Elemental Invocations spellbook]] a number of environmental conditions, available to view via {{com|perceive}}/{{com|concentrate}} {{tt|elements}}, will be checked to determine how favorable the conditions are to that particular element, which will in turn control how efficiently your mana is used. Perceive elements requires 42 attunement ranks. You can think of this as having somewhat different levels of room mana available to you depending on the spellbook you’re using, though the under the hood mechanics are rather different than that description. This does not currently apply to mana supplied from [[cambrinth]] or {{com|harness}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It depends on the overall climate, the season, the time of day and severity of weather. The variability ranges from +/-10% of the mana normally available in the room.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition || Efficacy modifier&lt;br /&gt;
|-&lt;br /&gt;
| overwhelmingly favorable || 10%&lt;br /&gt;
|-&lt;br /&gt;
| strongly favorable || ~8%&lt;br /&gt;
|-&lt;br /&gt;
| favorable || ~6%&lt;br /&gt;
|-&lt;br /&gt;
| moderately favorable || ~4%&lt;br /&gt;
|-&lt;br /&gt;
| slightly favorable || ~2%&lt;br /&gt;
|-&lt;br /&gt;
| neutral || 0%&lt;br /&gt;
|-&lt;br /&gt;
| slightly detrimental || ~-2%&lt;br /&gt;
|-&lt;br /&gt;
| moderately detrimental || ~-4%&lt;br /&gt;
|-&lt;br /&gt;
| detrimental || ~-6%&lt;br /&gt;
|-&lt;br /&gt;
| strongly detrimental || ~-8%&lt;br /&gt;
|-&lt;br /&gt;
| overwhelmingly detrimental || ~-10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hybrid elemental spells===&lt;br /&gt;
Most Warrior Mage spells and spells in the Elemental Invocation spellbook are fairly straightforward in their type, however, the following spells are hybrids and affected by conditions that affect both elements:&lt;br /&gt;
*Desert&#039;s Maelstrom - This is an Earth and Air hybrid.&lt;br /&gt;
*Shockwave - This is an Air and either Water or Fire hybrid depending on whether the metaspell is active or not.&lt;br /&gt;
*Breath of Storms - This is normally Electrical but when Will of Winter is in place it will use Water.&lt;br /&gt;
*Phoenix&#039;s Pyre - This uses Fire and will use Water in addition when Will of Winter is in place.&lt;br /&gt;
&lt;br /&gt;
===Known elemental environmental conditions===&lt;br /&gt;
*Aether magic is deeply tied to the Plane of Abiding and is the least understood of the elements.  As a result, most of its practitioners operate more from practical experience and careful measurements than extrapolation from a unified theory.&lt;br /&gt;
*Air magic is favorable in outside areas where wind is plentiful.  Practitioners excel in the afternoon, Spring and in stormy weather and languish while indoors or during the Summer months.&lt;br /&gt;
*Electrical magic is favorable in stormy, tropical conditions.  Practitioners find the most success in the Spring and Summer months, the later part of the day and reach their full potential during heavy rainfall. It is less effective indoors.&lt;br /&gt;
*Earth magic depends on solid ground, preferably unworked.  This leads to a very predictable and reliable form of magic.&lt;br /&gt;
*Fire magic is favored in hot, dry conditions.  Practitioners are cautioned to avoid moist, humid conditions and large bodies of water.&lt;br /&gt;
*Water magic is subdivided into two branches, depending on how the practitioner is attempting to manipulate the water in question.  Most water spells work best around plentiful, cold water though some favor humid, tropical conditions instead.&lt;br /&gt;
&lt;br /&gt;
==Environmental Efficacy==&lt;br /&gt;
When casting ranger spells, the wilderness conditions will determine how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the environment. This does not currently apply to mana supplied from [[cambrinth]] or {{com|harness}}. (This replaces the old terrain modifiers that Ranger magic was subject to.)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This can be checked by using {{com|pace}}.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tranquility&amp;diff=482445</id>
		<title>Tranquility</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tranquility&amp;diff=482445"/>
		<updated>2017-12-21T20:10:41Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|spellbook=Mental Preparation&lt;br /&gt;
|prereqs=[[Mental Focus]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Refining the theories of Mental Preparation, an Empath achieves such adroit control over his mental and bodily resilience that he may adapt favorably in the face of debilitating attacks he has to endure.  The Tranquility spell will also make its caster more disciplined.&lt;br /&gt;
|buffs=Discipline (stat)&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=+defense against vs. fortitude attacks&lt;br /&gt;
|messaging=You place your hands on your temples.&amp;lt;br /&amp;gt;&lt;br /&gt;
A newfound fluidity of your mind imparts you with enhanced awareness of every nerve in your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;Person&amp;gt;&#039;&#039; places her hands on her temples.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;Person&amp;gt;&#039;&#039;&#039;s countenance takes on a sublimely tranquil air.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*A SvS barrier against [[:Category:Fortitude_contest_abilities|attacks that must be endured]].&lt;br /&gt;
*The strength of the Empath&#039;s tranquility is reflected in the power perceive messaging:&lt;br /&gt;
::You sense a supreme Tranquility upon you, which should last for about eighteen roisaen.&lt;br /&gt;
::You sense a deep-seated Tranquility upon you, which should last for about twelve roisaen.&lt;br /&gt;
::You sense a moderate Tranquility upon you, which should last for about thirteen roisaen.&lt;br /&gt;
::You sense a mild Tranquility upon you, which should last for about seven roisaen.&lt;br /&gt;
::You sense a superficial Tranquility upon you, which should last for about two roisaen&lt;br /&gt;
*Can be cast when [[Empathic Shock|shocked]].&lt;br /&gt;
*Adds a boost to Discipline.&lt;br /&gt;
* This spell lasts 39 minutes when cast at the maximum amount of mana.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Khri_Steady&amp;diff=482339</id>
		<title>Khri Steady</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Khri_Steady&amp;diff=482339"/>
		<updated>2017-12-17T13:52:00Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GuildAbility&lt;br /&gt;
|name=Steady&lt;br /&gt;
|guild=thief&lt;br /&gt;
|prereqs=Prowess&lt;br /&gt;
|slots=1&lt;br /&gt;
|diff=Tier 3&lt;br /&gt;
|type=khri&lt;br /&gt;
|contest1=-&lt;br /&gt;
|contest2=-&lt;br /&gt;
|skill=Augmentation&lt;br /&gt;
|path=Potency&lt;br /&gt;
|cost=16 [[Concentration]] on startup + 4 Concentration per pulse&lt;br /&gt;
|costs=16 + 4/pulse&lt;br /&gt;
|desc=Kalag the Sly says, &amp;quot;The Steady meditation will allow you to better exert control over your limbs, even when your pulse is racing durring battle.  A steady hand will be truer with bows and crossbows, and sometimes quicker to find the best shot with any weapon that relies on your aim.&lt;br /&gt;
|buffs=Bows skill, Crossbows skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=faster aim&lt;br /&gt;
|messaging=Willing your body to meet the heightened functionality of your mind, you feel your motions steady considerably.&lt;br /&gt;
|teacher=Varsyth&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Vertigo&amp;diff=482338</id>
		<title>Vertigo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Vertigo&amp;diff=482338"/>
		<updated>2017-12-17T13:47:36Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|spellbook=Air Manipulation&lt;br /&gt;
|prereqs=[[Paeldryth&#039;s Wrath]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Vertigo spell is an entertaining use of elemental magic.  The caster causes the air pressure around a victim&#039;s head to change and fluctuate, making the target feel weak in the stomach and unsettled.  Any foe affected will have a harder time focusing on combat, and will often suffer from unsteadiness.  Vertigo has no effect on undead or creatures that do not breathe air.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Offensive Factor,&lt;br /&gt;
|dtype=Balance damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=possible knock-down, pulsing.&lt;br /&gt;
|messaging=You gesture at a side-striped jackal.&lt;br /&gt;
You meticulously alter the air flow and pressure around a side-striped jackal&#039;s head.&amp;lt;br /&amp;gt;&lt;br /&gt;
A side-striped jackal suddenly turns pale and begins to look unsteady.&amp;lt;br /&amp;gt;&lt;br /&gt;
A side-striped jackal collapses to the ground!&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
A side-striped jackal turns an impossible shade of pure white, lost in a world only it can see and hear.&amp;lt;br /&amp;gt;&lt;br /&gt;
A side-striped jackal collapses to the ground!&lt;br /&gt;
|offtype=mind&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Theurgy_skill&amp;diff=482168</id>
		<title>Theurgy skill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Theurgy_skill&amp;diff=482168"/>
		<updated>2017-12-15T12:05:56Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Theurgy skill&#039;&#039;&#039; is a [[guild association is::Cleric]]-only skill by which that the Cleric taps into the knowledge and power of the [[Immortals]].&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that boost Theurgy==&lt;br /&gt;
{{#ask:[[Boosts::Theurgy skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and abilities that decrease Theurgy==&lt;br /&gt;
{{#ask:[[Debuffs::Theurgy skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Uses==&lt;br /&gt;
* Determines the cooldown, potency and/or duration of [[Communes]].&lt;br /&gt;
* Speeds up the rebirth sequence of [[Murrula&#039;s Flames]].&lt;br /&gt;
* Reduces the difficulty of [[Antinomic Sorcery]].&lt;br /&gt;
&lt;br /&gt;
==Training methods==&lt;br /&gt;
Theurgy is trained by engaging in the cycle of gaining [[devotion]] through [[Cleric rituals|rituals]] and using that devotion to perform [[communes]]. Imagine your devotion as a bucket. Rituals fill this bucket then communes empty it, training Theurgy in the process.&lt;br /&gt;
&lt;br /&gt;
At lower levels these [[Cleric Rituals|rituals]] will train Theurgy well, but it begins to taper off around 50 ranks. Note that the more involved the ritual, the more it teaches. Planting [[Clerical_rituals#Planting_of_sirese|sirese seeds]] and taking a [[Clerical_rituals#The_holy_bath|holy bath]] both teach well past 100 ranks, as do the [[Clerical_rituals#Offering_of_blood|offering of blood]] and [[Clerical_rituals#Dark-aligned_Incense|dark incense consecration]] rituals.&lt;br /&gt;
&lt;br /&gt;
Once rituals stop teaching, it&#039;s time to begin practicing communes. Communes allow you to invoke the powers granted to you by certain Immortals to produce effects as simple as increasing your proficiency at fighting Undead to as complex as creating a temporary holy site that increases the flow of mana for most everyone. The amount of Theurgy experience learned is directly proportional to the devotion spent.&amp;lt;ref&amp;gt;[[Post:Re: Theurgy Learning - 12/23/2016 - 03:43]]&amp;lt;/ref&amp;gt; For example, Meraud&#039;s commune will teach more Theurgy than Hodierna&#039;s commune learned or Eluned&#039;s commune. A very effective method of training Theurgy is to consecrate a hunting room using [[Meraud&#039;s commune]], then perform [[Cleric_Rituals#Consecrated_ground|consecrated ground rituals]] (including Last Rites, Prayer, Dance and Poetry) to raise devotion.&lt;br /&gt;
&lt;br /&gt;
As your skill in Theurgy grows, the downtime in your ability to use communes will decrease. Find a reasonable balance between what yields a decent amount of Theurgy and spending time doing rituals and you’ll do well. Welcome to being a Cleric!&lt;br /&gt;
&lt;br /&gt;
===List of communes===&lt;br /&gt;
{{AbilityList|ha}}&lt;br /&gt;
{{#ask:[[guild association is::Cleric]][[Ability type is::commune]]&lt;br /&gt;
|?pretty name is&lt;br /&gt;
|?ability type is&lt;br /&gt;
|?ability skill is&lt;br /&gt;
|?prerequisite&lt;br /&gt;
|?ability effect is&lt;br /&gt;
|format=template&lt;br /&gt;
|sort=prerequisite&lt;br /&gt;
|template=AbilityList5&lt;br /&gt;
|link=none&lt;br /&gt;
|limit=100&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===General Tips===&lt;br /&gt;
Training Theurgy can feel a bit tedious, but you’ll learn to make the most of it with some time and practice.&lt;br /&gt;
&lt;br /&gt;
* Just starting out, the only method outside of a class will be in the form of doing [[Cleric Rituals|rituals]].&lt;br /&gt;
* Your current level of devotion can be checked by typing just {{com|commune}}. The closer you feel to your deity in that message will indicate how high your devotion has grown.&lt;br /&gt;
* Get in the habit of performing as many rituals as you can to raise your devotion. Devotion is the fuel for you communes that will train Therugy.&lt;br /&gt;
* The easiest ritual will be to simply {{com|pray}} {{tt|&amp;lt;immortal&amp;gt;}}.&lt;br /&gt;
* Many rituals are performed in front of an altar: dance at them, pour sacramental wine on them, clean them, kiss them, wave incense at them, play instruments at them.&lt;br /&gt;
* You’ll want to acquire a [[Pilgrim&#039;s_badge|pilgrim’s badge]] and visit the many holy sites to link them with your badge. Perform your altar rituals while you are there too!&lt;br /&gt;
*The Immortals will also reward you for destroying the [[Undead]], which you should be able to start doing fairly early in your career. Additionally, if you are able to acquire a skin or pelt from the slain Undead, you can take it to an altar, sprinkle it with holy water, and then offer it upon an altar. The commands to do so are {{tt|Put pelt/skin on altar}}, and {{tt|offer pelt/skin on altar}}.&lt;br /&gt;
* Don’t be afraid to ask your brothers and sisters about their favorite rituals to expand upon what you know.&lt;br /&gt;
* You’ll also want to learn how to use {{com|commune}} {{tt|sense}}. This sense will indicate if you are currently affected by any communes. It can also indicate whether you can activate another commune or if you’ll be able to gain experience from repeating a commune.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|r=y|p=y}}&lt;br /&gt;
{{Cat|Guild skills,Magic skillset,Experience 3.0 Skills,Skills}}[[page type is::skill| ]]&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Infusion_ability&amp;diff=482119</id>
		<title>Infusion ability</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Infusion_ability&amp;diff=482119"/>
		<updated>2017-12-15T08:55:33Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: /* Receptive spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[guild association is::Cleric]]s, aside from being holy scholars and servants of the [[Immortals]], are also masters of the magical arts.  The [[page type is::ability]] to [[Attunement_skill|harness]] mana is a focal point of their training regimen, and is manifested prominently in the [[:Category:Cleric Spells|spells]] they employ.  Through this training, they have honed the ability to infuse harnessed mana into the active patterns of cyclic spell patterns.  This offers greater control over these typically passive enchantments, allowing more predictable effects.  It also serves as a suitable way to feed extremely large spell patterns such as that required to invoke a Resurrection.&lt;br /&gt;
&lt;br /&gt;
This ability is learned at the end of a perilous quest available at circle 25 with at least 125 Attunement skill.  A walkthrough for the quest, &#039;&#039;&#039;with spoilers&#039;&#039;&#039;, is available [[Infusion Quest|here]].&lt;br /&gt;
&lt;br /&gt;
==Practices of harness infusion==&lt;br /&gt;
The art of Mana Infusion consists of the harnessing of mana into streams around you, and then attempting to force that mana into the active pattern of a receptive spell.&lt;br /&gt;
&lt;br /&gt;
If the spell is receptive and you are successful, the mana that is infused into a pattern may cause it to react immediately.  Many cyclic patterns can become more subject to your fancy with this technique, conferring their benefits when you choose, rather than be subjected to the arcane whims of the mana streams.&lt;br /&gt;
&lt;br /&gt;
Mana infusion also allows the creation of very large spell patterns that require massive amounts of mana to mature - more than one can hope to channel with a simple casting, and certainly more mana than one can hope to keep harnessed at any given time.  Some patterns, or even complex matrices, may require that a spell be cast to invoke the blueprint for its future effect, and then great amounts of mana must be infused to fill in the holes and bring the spell to true maturity.&lt;br /&gt;
&lt;br /&gt;
Infusion is much like casting a simple spell pattern all over again.  Your abilities will be tested in the process of funneling mana into patterns.  It is more difficult to successfully push mana into more complex patterns and matrices.  As with casting any spell, attempting to push in more mana than you are able will result in the mana backfiring and the spell pattern collapsing under its own unpowered weight.  In certain cases, with certain complex spell patterns, even more dire effects of this backlash have been documented.&lt;br /&gt;
&lt;br /&gt;
With sufficient [[Attunement skill]], spells may be infused without harnessing mana first. Using [[Persistence of Mana]] along with high devotion, a cleric can begin to infuse spells without harnessing mana at 541 Attunement. At 600 Attunement it is no longer necessary to have Persistence of Mana active to skip the mana harnessing step.&lt;br /&gt;
&lt;br /&gt;
==Receptive spells==&lt;br /&gt;
&lt;br /&gt;
;[[Halo]]&lt;br /&gt;
:Infusing this spell triggers a pulse.&lt;br /&gt;
&lt;br /&gt;
;[[Hydra Hex]]&lt;br /&gt;
:Infusing this spell triggers a pulse that will affect all in the area.&lt;br /&gt;
&lt;br /&gt;
;[[Osrel Meraud]]&lt;br /&gt;
:Infusing this spell refills the orb.&lt;br /&gt;
&lt;br /&gt;
;[[Rejuvenation]]&lt;br /&gt;
:{{com|infuse}} {{tt|memory &amp;lt;amount of spirit&amp;gt;}} while dead allows a fallen cleric to preserve their own memories using their spirit.&lt;br /&gt;
&lt;br /&gt;
;[[Resurrection]]&lt;br /&gt;
:This spell relies on infused mana to function normally.&lt;br /&gt;
&lt;br /&gt;
;[[Sanyu Lyba]]&lt;br /&gt;
:Infusing this spell withdraws the spirit creature from the target it&#039;s haunting..&lt;br /&gt;
&lt;br /&gt;
;[[Shield of Light]]&lt;br /&gt;
:Infusing this spell is only possible with certain relics.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
See {{com|infuse}}.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Cleric abilities}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Saesordian_Compass&amp;diff=471610</id>
		<title>Talk:Saesordian Compass</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Saesordian_Compass&amp;diff=471610"/>
		<updated>2017-06-22T10:15:09Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I wasn&#039;t sure if this should be categorized as a scroll spell or a quest spell.--[[User:ILLIENA|ILLIENA]] ([[User talk:ILLIENA|talk]]) 04:04, 22 June 2017 (CDT)&lt;br /&gt;
:For what it&#039;s worth, it&#039;s categorized as a scroll spell on our end, since quest spells can&#039;t be scrolls.  However, the primary way of learning these spells is certainly intended to be RESEARCH now.  As for what SCO does, you&#039;ll want to normally use your straight TM spells to trigger it. --[[User:DR-GREJUVA|DR-GREJUVA]] ([[User talk:DR-GREJUVA|talk]]) 05:15, 22 June 2017 (CDT)&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Stones_of_the_Cloud&amp;diff=465947</id>
		<title>Stones of the Cloud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Stones_of_the_Cloud&amp;diff=465947"/>
		<updated>2017-03-19T22:24:27Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: /* Fourth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==First==&lt;br /&gt;
The tall stone, or menhir, is white quartz, with a single upright groove near the top.  It is twice the height of a Halfling.&lt;br /&gt;
&lt;br /&gt;
==Second==&lt;br /&gt;
The Second Stone is a striated prism of clear quartz.  Two deep, horizonal grooves are etched near the top of the tall elongated stone.&lt;br /&gt;
&lt;br /&gt;
==Third==&lt;br /&gt;
The Third Stone is black like the native basalt of the island.  Twice as tall as a Halfling, it has three long upright grooves scraped into the surface near the very top.  All edges of the stone are roughly rounded, giving the stone a nearly octagonal shape.&lt;br /&gt;
&lt;br /&gt;
==Fourth==&lt;br /&gt;
The Fourth Stone is a smoky black quartz that retains its long narrow hexagonal crystal structure.  The four grooves are deep and leave the top scored with pronounced crenellations.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
The four Stones of the Cloud is located in different areas of [[found in::Aesry]], in the province of [[found in::Qi&#039;Reshalia]].&lt;br /&gt;
&lt;br /&gt;
{{cat|Artifacts,Landmarks}}[[page type is::place| ]]&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Alloyage_of_Self&amp;diff=463850</id>
		<title>Alloyage of Self</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Alloyage_of_Self&amp;diff=463850"/>
		<updated>2017-01-20T16:59:42Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Alloyage of Self |guild=Warrior Mage |spellbook=Hylomorphic Sorcery |desc=Information on Hylomorphic Sorcery has been classified by order of the Lord of the Void...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Alloyage of Self&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|spellbook=Hylomorphic Sorcery&lt;br /&gt;
|desc=Information on Hylomorphic Sorcery has been classified by order of the Lord of the Void.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aethrolysis&amp;diff=463849</id>
		<title>Aethrolysis</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aethrolysis&amp;diff=463849"/>
		<updated>2017-01-20T16:58:54Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Aethrolysis |guild=Warrior Mage |spellbook=Hylomorphic Sorcery |desc=Information on Hylomorphic Sorcery has been classified by order of the Lord of the Void. |si...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Aethrolysis&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|spellbook=Hylomorphic Sorcery&lt;br /&gt;
|desc=Information on Hylomorphic Sorcery has been classified by order of the Lord of the Void.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=463848</id>
		<title>Aspects of the All-God</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aspects_of_the_All-God&amp;diff=463848"/>
		<updated>2017-01-20T16:57:45Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Aspects of the All-God |abbrev=ALL |guild=Cleric |spellbook=Antinomic Sorcery |desc=Information on Antinomic Sorcery has been classified by order of the High Tem...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Aspects of the All-God&lt;br /&gt;
|abbrev=ALL&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Antinomic Sorcery&lt;br /&gt;
|desc=Information on Antinomic Sorcery has been classified by order of the High Temple.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=463847</id>
		<title>Saesordian Compass</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=463847"/>
		<updated>2017-01-20T16:49:22Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Saesordian Compass&lt;br /&gt;
|abbrev=SCO&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|spellbook=Teleologic Sorcery&lt;br /&gt;
|desc=Information on Teleologic Sorcery has been classified by order of the Moon Mage Council.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=463846</id>
		<title>Saesordian Compass</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Saesordian_Compass&amp;diff=463846"/>
		<updated>2017-01-20T16:46:18Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: Created page with &amp;quot;{{Spell |name=Saesordian Compass |abbrev=SCO |guild=Moon Mage |spellbook=Teleologic Sorcery |sig=Yes |diff=advanced |status=planned }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Saesordian Compass&lt;br /&gt;
|abbrev=SCO&lt;br /&gt;
|guild=Moon Mage&lt;br /&gt;
|spellbook=Teleologic Sorcery&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|status=planned&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Spite_of_Dergati&amp;diff=450182</id>
		<title>Spite of Dergati</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Spite_of_Dergati&amp;diff=450182"/>
		<updated>2016-08-07T08:37:44Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=spit&lt;br /&gt;
|minprep=20&lt;br /&gt;
|castcap=66&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 45, [[Huldah&#039;s Pall]]&lt;br /&gt;
|slot=4&lt;br /&gt;
|desc=Many scholars and clergy insist that Dergati is the most venomous and spiteful of all the gods or their aspects.  Hers is a method more direct and more twisted by hatred than the games of trickster Huldah or the torturing caress of Aldauth.  The spell known as Spite of Dergati is an ancient magic, long thought destroyed by the righteous in the hopes it never saw the light of day again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Spite of Dergati is powerful and dangerous in the wrong hands, for it forces all mana out of an area, effectively warding that zone and preventing any and all magic from occuring within its bubble of effect.  This bubble will collapse if the caster leaves the area, so the Spite is aptly named -- none but the most spiteful would cast it without just cause.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Prevents all spell casting in the area.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
With great strain, you channel the energies of your spiteful magic outward in a wide bubble, forcing the inherent mana streams to bend in their courses and leaving the area temporarily barren of all magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
|offtype=mind&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=debilitation, warding, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* Causes cyclic spells to drop if the user of a cyclic is in the area or enters the area.&lt;br /&gt;
* Also prevents the use of {{tt|PERCEIVE}} and {{tt|PERCEIVE HEALTH}}.&lt;br /&gt;
* Fades prematurely if the caster dies or leaves.&lt;br /&gt;
*Causes charges of forbidden practices when cast in justice areas.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Jomay&amp;diff=437261</id>
		<title>Jomay</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Jomay&amp;diff=437261"/>
		<updated>2016-02-07T10:33:20Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NPC&lt;br /&gt;
|name=Jomay Maveinelei&lt;br /&gt;
|status=y&lt;br /&gt;
|guild=Empath&lt;br /&gt;
|race=Elf&lt;br /&gt;
|gender=Female&lt;br /&gt;
|relat=Jimohe{{!}}Jimohe (brother)&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Jomay Maveinelei&#039;&#039;&#039; was the leader of the Imperial Healers&#039; Guild during the reign of Empress [[Surleerik]] (337-330 BL) who, along with sixteen others, was convicted of trying to kill the Empress, as well as other assorted crimes.  Later assisted the Outcast and Goblin armies in retaking [[Shard]].&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
An [[Elf]] born with no ears or nose, a midwife had to cut open slits for nostrils and ears after her birth.  She was abused by her father. Her elder brother (by ten years), [[Jimohe]], was an accomplished assassin.  At the age of fifteen, Jomay ran away from home to [[Throne City]] and was taken in by the Imperial Healers&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
At the age of about fifty, she was last person to see Khalo Chene Niedave Jataid alive at Gaendar Academy.  He was the second in command of the guild and one of the most brilliant researchers of the time.  He died of insect bites (purple hives), Jomay&#039;s specialty.  She was saddened by it, maintaining that it was not her fault despite some suspicion.&lt;br /&gt;
&lt;br /&gt;
Shortly after, she rose quickly to Lotok then Khalo in charge of research.  Predecessor as head of guild was [[Grungrin]], who died of old age.&lt;br /&gt;
&lt;br /&gt;
Shortly thereafter, a group called [[Liva&#039;anneg]] spread an insect, [[ristan&#039;dia]], all over the countryside.  It caused deformities of many kinds and killed hundreds.  Jomay, with her rather distinctive features, was recognized as one of those spreading it.  Some claimed goblins were helping to spread it, implying an alliance with the Goblin Lords.&lt;br /&gt;
&lt;br /&gt;
Three months later, Jomay and sixteen others were found bound and gagged in a cave from which [[Jimohe]] had been seen fleeing.  Jomay claimed that [[Jimohe]] had done it.  Jomay was executed unto walking, but it was shortly thereafter discovered that she had shifted [[Jimohe]] to look like her.&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Recently had a contract with [[Goblin King]].  The Goblin King didn&#039;t like it, but he was afraid to defy Jomay.  The contract was completed and [[Grishnok]] and the King were rewarded.  Was trying to kill [[Edenlaen]]?  [[Velmix]] owed her a favor?  &lt;br /&gt;
&lt;br /&gt;
Jomay doesn&#039;t want her face seen.  She has incredible shifting abilities, including the ability to Force Shift.&lt;br /&gt;
&lt;br /&gt;
==Additional Sources==&lt;br /&gt;
*See &#039;&#039;[[Jomay&#039;s Story (book)|Jomay&#039;s Story]]&#039;&#039;, a book about the life of Jomay.&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Meraud%27s_Cry&amp;diff=437217</id>
		<title>Meraud&#039;s Cry</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Meraud%27s_Cry&amp;diff=437217"/>
		<updated>2016-02-06T22:50:43Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Meraud&#039;s Cry&lt;br /&gt;
|abbrev=MC&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 70 and [[Huldah&#039;s Pall]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=If your will is strong, this spell will strip away the magic of all those around you, both man and beast. Be careful, young man, that you do not attempt to affect too many with this spell. [[Meraud]] demands a high price for His aid: the health of your soul.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Spirit damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=drains caster&#039;s spirit only, AoE offensive dispel.&lt;br /&gt;
|messaging=You throw your head back and yield to the deconstructive spiritual vibrations building up.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ululating clamorously, shockwaves of shimmering lavender shot with turquoise buffet the area with you at their center!&amp;lt;br /&amp;gt;&lt;br /&gt;
A lavender wave washes over a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
|spelltype=Debilitation, area of effect&lt;br /&gt;
|spelltype2=Spirit vs. Will&lt;br /&gt;
|target=no&lt;br /&gt;
|held=no&lt;br /&gt;
|scroll=no&lt;br /&gt;
|tier=Esoteric&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Meraud%27s_Cry&amp;diff=437216</id>
		<title>Meraud&#039;s Cry</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Meraud%27s_Cry&amp;diff=437216"/>
		<updated>2016-02-06T22:47:57Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Meraud&#039;s Cry&lt;br /&gt;
|abbrev=MC&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 70 and [[Huldah&#039;s Pall]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=If your will is strong, this spell will strip away the magic of all those around you, both man and beast. Be careful, young man, that you do not attempt to affect too many with this spell. [[Meraud]] demands a high price for His aid: the health of your soul.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Spirit damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=drains caster&#039;s spirit only, AoE offensive dispel.&lt;br /&gt;
|messaging=You throw your head back and yield to the deconstructive spiritual vibrations building up.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ululating clamorously, shockwaves of shimmering lavender shot with turquoise buffet the area with you at their center!&amp;lt;br /&amp;gt;&lt;br /&gt;
A lavender wave washes over a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=esoteric&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Tickets_command&amp;diff=436988</id>
		<title>Tickets command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Tickets_command&amp;diff=436988"/>
		<updated>2016-02-03T10:22:43Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}} &lt;br /&gt;
The &#039;&#039;&#039;{{tt|ticket}} [[page type is::command]]&#039;&#039;&#039; command is used to recall how many [[Hollow Eve]] tickets, [[Quelling the Riot]] scrip, and [[Drathrok&#039;s Duskruin]] bloodscrip you&#039;ve collected.&lt;br /&gt;
&lt;br /&gt;
==Syntax and Messaging==&lt;br /&gt;
===Nothing===&lt;br /&gt;
* {{tt|ticket}}:&lt;br /&gt;
: You take a moment to recall the tickets you&#039;ve collected...&lt;br /&gt;
&lt;br /&gt;
:: You haven&#039;t collected any tickets.&lt;br /&gt;
&lt;br /&gt;
===With Tickets===&lt;br /&gt;
* {{tt|ticket}}:&lt;br /&gt;
:You take a moment to recall the tickets you&#039;ve collected...&lt;br /&gt;
::Hollow Eve - 25096 tickets.&lt;br /&gt;
::Grey Raven - 3601 scrip.&lt;br /&gt;
::Duskruin - 307 bloodscrip.&lt;br /&gt;
&lt;br /&gt;
:Note: &#039;&#039;Tickets which show up under the {{tt|TICKET}} command cannot be traded to other characters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Types of Alternative Currency==&lt;br /&gt;
===Tickets===&lt;br /&gt;
*From [[Hollow Eve]] events.&lt;br /&gt;
*Usable at auctions and Hollows Eve merchants.&lt;br /&gt;
&lt;br /&gt;
====Shops====&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{#ask:[[uses tickets::true]]|format=table|limit=10|searchlabel=}}&lt;br /&gt;
|{{#ask:[[uses tickets::true]]|format=table|offset=10|limit=10|searchlabel=}}&lt;br /&gt;
|{{#ask:[[uses tickets::true]]|format=table|offset=20|limit=10|searchlabel=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Scrip===&lt;br /&gt;
Grey Raven scrip is collect from the [[Quelling the Riot]] and [[Prison Riot: The Aftermath]] quests. Scrip can be spent to purchase items at the [[Grey Raven Commissary]].&lt;br /&gt;
&lt;br /&gt;
===Bloodscrip===&lt;br /&gt;
Duskruin bloodscrip is collected from the [[Drathrok&#039;s Duskruin]] quest. Bloodscrip can be spent to purchase items at [[Duskruin]]&#039;s shops and merchants.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Commands}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Infusion_ability&amp;diff=436616</id>
		<title>Infusion ability</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Infusion_ability&amp;diff=436616"/>
		<updated>2016-01-31T12:03:28Z</updated>

		<summary type="html">&lt;p&gt;DR-GREJUVA: /* Receptive spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3|Needs to be checked for 3.0}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
[[guild association is::Cleric]]s, aside from being holy scholars and servants of the [[Immortals|gods]], are also masters of the magical arts.  The [[page type is::ability]] to [[Harness Ability skill|harness]] mana is a focal point of their training regimen, and is manifested prominently in the [[:Category:Cleric Spells|spells]] they employ.  Through this training, they have honed the ability to infuse harnessed mana into the active patterns of held-mana spells.  This offers greater control over these typically passive enchantments, allowing more predictable effects.  It also serves as a suitable way to feed extremely large spell patterns such as that required to invoke a Resurrection.&lt;br /&gt;
&lt;br /&gt;
This ability is learned at the end of a perilous quest available at circle 25 with at least 125 [[Harness Ability]].  A walkthrough for the quest, &#039;&#039;&#039;with spoilers&#039;&#039;&#039;, is available [[Infusion Quest|here]].&lt;br /&gt;
&lt;br /&gt;
==Practices of harness infusion==&lt;br /&gt;
The art of Mana Infusion consists of the harnessing of mana into streams around you, and then attempting to force that mana into the active pattern of a receptive spell.&lt;br /&gt;
&lt;br /&gt;
If the spell is receptive and you are successful, the mana that is infused into a pattern may cause it to react immediately.  Many passive held-mana enchantments can become more subject to your fancy with this technique, conferring their benefits when you choose, rather than be subjected to the arcane whims of the mana streams.&lt;br /&gt;
&lt;br /&gt;
Mana infusion also allows the creation of very large spell patterns that require massive amounts of mana to mature - more than one can hope to channel with a simple casting, and certainly more mana than one can hope to keep harnessed at any given time.  Some patterns, or even complex matrices, may require that a spell be cast to invoke the blueprint for its future effect, and then great amounts of mana must be infused to fill in the holes and bring the spell to true maturity.&lt;br /&gt;
&lt;br /&gt;
Infusion is much like casting a simple spell pattern all over again.  Your abilities will be tested in the process of funneling mana into patterns.  It is more difficult to successfully push mana into more complex patterns and matrices.  As with casting any spell, attempting to push in more mana than you are able will result in the mana backfiring and the spell pattern collapsing under its own weight.  In certain cases, with certain complex spell patterns, even more dire effects of this backlash have been documented.&lt;br /&gt;
&lt;br /&gt;
With sufficient [[Attunement skill]], spells may be infused without harnessing mana first. Using [[Persistence of Mana]] and with high devotion, a cleric can begin to infuse spells without harnessing mana at 541 Attunement. At 600 Attunement it is no longer necessary to have Persistence of Mana active to skip the harness step.&lt;br /&gt;
&lt;br /&gt;
==Receptive spells==&lt;br /&gt;
&lt;br /&gt;
;[[Halo]]&lt;br /&gt;
:Infusing this spell triggers a pulse.&lt;br /&gt;
&lt;br /&gt;
;[[Hydra Hex]]&lt;br /&gt;
:Infusing this spell triggers a pulse that will affect all in the area.&lt;br /&gt;
&lt;br /&gt;
;[[Osrel Meraud]]&lt;br /&gt;
:Infusing this spell refills the orb.&lt;br /&gt;
&lt;br /&gt;
;[[Rejuvenation]]&lt;br /&gt;
:{{com|infuse}} {{tt|memory &amp;lt;amount of spirit&amp;gt;}} while dead allows a fallen cleric to preserve their own memories using their spirit.&lt;br /&gt;
&lt;br /&gt;
;[[Resurrection]]&lt;br /&gt;
:This spell relies on infused mana to function normally.&lt;br /&gt;
&lt;br /&gt;
;[[Shield of Light]]&lt;br /&gt;
:Infusing this spell is only possible with certain relics.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
See {{com|infuse}}.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Cleric abilities}}&lt;/div&gt;</summary>
		<author><name>DR-GREJUVA</name></author>
	</entry>
</feed>