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	<updated>2026-04-23T14:47:57Z</updated>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=500154</id>
		<title>Sinister Maelshyvean hierophant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=500154"/>
		<updated>2019-01-29T06:32:15Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Maelshyvean Hierophant&lt;br /&gt;
|MinCap=575&lt;br /&gt;
|MaxCap=700&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=85&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31d|Maelshyve&#039;s Fortress (31d)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=barbed ebony tentacle&lt;br /&gt;
|Skin Weight=4&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=430&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|mskill1=350&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=350&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity.  The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!&lt;br /&gt;
&lt;br /&gt;
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[casts spell::Venom (spell)|Venom]]&lt;br /&gt;
*[[casts spell::Strange Arrow]]&lt;br /&gt;
*[[casts spell::Huldah&#039;s Pall]]&lt;br /&gt;
*[[casts spell::Shadow Web]]&lt;br /&gt;
&lt;br /&gt;
===Items Carried===&lt;br /&gt;
*some {{cloot|i|tattered black robes}}&lt;br /&gt;
*a {{cloot|w|bloodwood staff capped with an upturned claw of obsidian}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cap Summary===&lt;br /&gt;
&lt;br /&gt;
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:&lt;br /&gt;
&lt;br /&gt;
Evasion basically stops at 700-720&lt;br /&gt;
&lt;br /&gt;
Shield/armor still exp slows at 720&lt;br /&gt;
&lt;br /&gt;
Stealth exp slows at 700 and stops at around 720.&lt;br /&gt;
&lt;br /&gt;
Weapons slow at around 625 and stop at 700.&lt;br /&gt;
&lt;br /&gt;
You can hit them with 350-400 in TM and Debilitation magic, but you have to raise your &#039;spell integrity&#039; high due to their natural immunity to spells (evil).&lt;br /&gt;
&lt;br /&gt;
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.&lt;br /&gt;
&lt;br /&gt;
Compared to other creatures of similar difficulty, these creatures have high parry ability, making it more difficult to hit with melee weaponry.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=498055</id>
		<title>Sinister Maelshyvean hierophant</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sinister_Maelshyvean_hierophant&amp;diff=498055"/>
		<updated>2018-12-15T19:39:30Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Maelshyvean Hierophant&lt;br /&gt;
|MinCap=575&lt;br /&gt;
|MaxCap=700&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=85&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=undead&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31d|Maelshyve&#039;s Fortress (31d)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=barbed ebony tentacle&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|RequiredRanks=430&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|mskill1=350&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=350&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The hierophant is nothing more than the befouled remains of a fallen priest, corrupted and turned to do the bidding of a false deity.  The creature is entirely shrouded in tattered black robes, concealing all about it but its vague shape.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Special Attack===&lt;br /&gt;
A sinister Maelshyvean hierophant surges with a bloody crimson aura as a writhing ebony tentacle lashes out of its robes and strikes out at you!&lt;br /&gt;
&lt;br /&gt;
The barbed tentacle coils viciously around your left arm, crushing bone and ripping flesh with a good strike!&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
*[[casts spell::Venom (spell)|Venom]]&lt;br /&gt;
*[[casts spell::Strange Arrow]]&lt;br /&gt;
*[[casts spell::Huldah&#039;s Pall]]&lt;br /&gt;
*[[casts spell::Shadow Web]]&lt;br /&gt;
&lt;br /&gt;
===Items Carried===&lt;br /&gt;
*some {{cloot|i|tattered black robes}}&lt;br /&gt;
*a {{cloot|w|bloodwood staff capped with an upturned claw of obsidian}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cap Summary===&lt;br /&gt;
&lt;br /&gt;
Simple summary: This creature caps at about 650-700. Detailed summary caps are below:&lt;br /&gt;
&lt;br /&gt;
Evasion basically stops at 700-720&lt;br /&gt;
&lt;br /&gt;
Shield/armor still exp slows at 720&lt;br /&gt;
&lt;br /&gt;
Stealth exp slows at 700 and stops at around 720.&lt;br /&gt;
&lt;br /&gt;
Weapons slow at around 625 and stop at 700.&lt;br /&gt;
&lt;br /&gt;
You can hit them with 350-400 in TM and Debilitation magic, but you have to raise your &#039;spell integrity&#039; high due to their natural immunity to spells (evil).&lt;br /&gt;
&lt;br /&gt;
A good suggestion is to have all mental stats to at least 60. Their spells will kill you quickly if they hit you and usually will result in a stun.&lt;br /&gt;
&lt;br /&gt;
Compared to other creatures of similar difficulty, these creatures have high parry ability, making it more difficult to hit with melee weaponry.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=497869</id>
		<title>Osrel Meraud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=497869"/>
		<updated>2018-12-08T05:39:27Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Osrel Meraud&lt;br /&gt;
|abbrev=om&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=200&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 30, [[Sanctify Pattern]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell&#039;s namesake deity or one of his aspects with holy mana, transforming it into a magical reservoir.  If skilled enough, the caster will be able to weave the pattern of other beneficial spells into the orb.  These spells will affect the caster, but feed off of the orb as long as it has 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=Creates an orb to store cleric buff spells.&lt;br /&gt;
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!&lt;br /&gt;
&lt;br /&gt;
Crackling waves of brilliant light swirl over the surface of the Meraud orb! It rapidly begins to expand and pulsate as the glassy surface shatters, exploding outward into a roiling ball of light that rises from your palm, into the air! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Not Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tugging sensation emanates from the orb, as if it hungers for more.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a minor amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A sense of fullness emanates from the orb.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tingle washes through you as some of the energy is diffused, the orb having reached its full capacity.&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Stores spells and keeps them active until released. Active buffs tied with the orb will show via power perceive. Skill dictates how many spells can be held in the orb at one time. The more spells active in the orb, the faster it depletes its charge and must be infused with more mana to maintain the spells.&lt;br /&gt;
*Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.&lt;br /&gt;
*Only the cleric spells listed below can be stored within the orb.&lt;br /&gt;
&lt;br /&gt;
Per Ricinus:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Casting OM uses the standard Utility and Holy Magic skill blend to determine how much mana you can use per cast. This applies to the original cast as well refreshing casts. &amp;lt;br/&amp;gt; &lt;br /&gt;
* OM casts always use 100% of the mana you are able to use to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
* The size of the orb is determined based on your Holy Magic skill when the orb is created. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for casting OM is based on Holy Magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for touching or breaking the orb is based on Arcana. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Infusion loss is reduced by Arcana.&lt;br /&gt;
* Arcana is the skill that determines how many spells you can load up into OM. &lt;br /&gt;
&lt;br /&gt;
Other notes:&lt;br /&gt;
* At 800 Arcana skill, you infuse with 75% of mana attempted &amp;lt;br/&amp;gt;&lt;br /&gt;
* Different spells have different, &amp;quot;Orb slots&amp;quot; associated with them, having ritual spells being the largest. Increasing Arcana allows for more spells at once.&lt;br /&gt;
** Persistence of Mana, Murulla&#039;s Flames, and Sanyu Lyba use the largest number of slots followed by Halo and Benediction. The lowest number of slots are used by all other compatible spells. (See below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To cast the orb initially the cleric must have a Meraud favor orb in hand, the orb does not need to be filled. Simply Prepare the spell and cast it on the orb. Under the new magic system it requires roughly 220 holy magic to successfully cast.&lt;br /&gt;
&lt;br /&gt;
To tie a spell into the orb prepare the desired spell and then &#039;&#039;&#039;TOUCH ORB&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To release a spell tied to the orb simply &#039;&#039;&#039;RELEASE &amp;lt;SPELL&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To toggle the atmospheric messaging of the orb &#039;&#039;&#039;TAP ORB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells cast into an orb that can be cast on items, such as Bless and water or [[Glythtide&#039;s Gift]] and drinks, can be cast on items without interfering with the orb-stored spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of cold ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of smoldering ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a nearly burnt-out candle wick.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a half-melted burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a tall burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a blazing torch.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a small campfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a roaring bonfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon&#039;s maw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a stream in your mind&#039;s eye. (216 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a pond in your mind&#039;s eye. (~200/250 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a river in your mind&#039;s eye. (~300 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a lake in your mind&#039;s eye. (400&amp;lt;PM&amp;lt;409 raised discipline to 30 just prior if it matters) &amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a sea in your mind&#039;s eye. (510 PM, 40 disc, 45 int, 39 wis (if this matters))&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of an ocean in your mind&#039;s eye. (~650 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Drogor&#039;s deeps in your mind&#039;s eye. (750? PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Elanthia&#039;s tides rising toward Katamba in your mind&#039;s eye. (&amp;gt;=1000 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the sapphirine planet Merewalda in your mind&#039;s eye. (&amp;gt;=1200 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Alamhif&#039;s Bridge arching from the cold seas of Death in your mind&#039;s eye. (&amp;gt;=1400 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the fathomless ebon abysms of the Starry Road in your mind&#039;s eye. (&amp;gt;=1600?? PM) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 10/26/18 - 580 PM, 6 Spells in OM.&lt;br /&gt;
Note 12/04/18 - 650 PM, 7 spells in OM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense your Osrel Meraud spell linking you to a brilliant orb of rippling cerulean light, which should last until you release it.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Centering spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Shield of Light spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Auspice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Benediction]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Centering]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Divine Radiance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Glythtide&#039;s Gift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Major Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Minor Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Murrula&#039;s Flames]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Protection from Evil]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sanyu Lyba]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Shield of Light]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Soul Shield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Persistence of Mana]]&lt;br /&gt;
&lt;br /&gt;
===Favor orb-based appearances===&lt;br /&gt;
* a brilliant orb of rippling cerulean light (Meraud- Wolf)&lt;br /&gt;
* a shadowy orb rippling with silver arcs of light (Firulf- Owl)&lt;br /&gt;
* a luminous orb of coruscating rainbowed light (Kerenhappuch- Shrew )&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=497868</id>
		<title>Osrel Meraud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=497868"/>
		<updated>2018-12-08T05:36:33Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Osrel Meraud&lt;br /&gt;
|abbrev=om&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=200&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 30, [[Sanctify Pattern]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell&#039;s namesake deity or one of his aspects with holy mana, transforming it into a magical reservoir.  If skilled enough, the caster will be able to weave the pattern of other beneficial spells into the orb.  These spells will affect the caster, but feed off of the orb as long as it has 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=Creates an orb to store cleric buff spells.&lt;br /&gt;
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!&lt;br /&gt;
&lt;br /&gt;
Crackling waves of brilliant light swirl over the surface of the Meraud orb! It rapidly begins to expand and pulsate as the glassy surface shatters, exploding outward into a roiling ball of light that rises from your palm, into the air! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Not Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tugging sensation emanates from the orb, as if it hungers for more.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a minor amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A sense of fullness emanates from the orb.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tingle washes through you as some of the energy is diffused, the orb having reached its full capacity.&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Stores spells and keeps them active until released. Active buffs tied with the orb will show via power perceive. Skill dictates how many spells can be held in the orb at one time. The more spells active in the orb, the faster it depletes its charge and must be infused with more mana to maintain the spells.&lt;br /&gt;
*Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.&lt;br /&gt;
*Only the cleric spells listed below can be stored within the orb.&lt;br /&gt;
&lt;br /&gt;
Per Ricinus:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Casting OM uses the standard Utility and Holy Magic skill blend to determine how much mana you can use per cast. This applies to the original cast as well refreshing casts. &amp;lt;br/&amp;gt; &lt;br /&gt;
* OM casts always use 100% of the mana you are able to use to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
* The size of the orb is determined based on your Holy Magic skill when the orb is created. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for casting OM is based on Holy Magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for touching or breaking the orb is based on Arcana. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Infusion loss is reduced by Arcana. (For example, at 800 Arcana skill, you infuse with 75% of mana attempted.)&amp;lt;br/&amp;gt;&lt;br /&gt;
* Arcana is the skill that determines how many spells you can load up into OM. &lt;br /&gt;
** Different spells have different, &amp;quot;Orb slots&amp;quot; associated with them, having ritual spells being the largest. Increasing Arcana allows for more spells at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To cast the orb initially the cleric must have a Meraud favor orb in hand, the orb does not need to be filled. Simply Prepare the spell and cast it on the orb. Under the new magic system it requires roughly 220 holy magic to successfully cast.&lt;br /&gt;
&lt;br /&gt;
To tie a spell into the orb prepare the desired spell and then &#039;&#039;&#039;TOUCH ORB&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To release a spell tied to the orb simply &#039;&#039;&#039;RELEASE &amp;lt;SPELL&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To toggle the atmospheric messaging of the orb &#039;&#039;&#039;TAP ORB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells cast into an orb that can be cast on items, such as Bless and water or [[Glythtide&#039;s Gift]] and drinks, can be cast on items without interfering with the orb-stored spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of cold ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of smoldering ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a nearly burnt-out candle wick.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a half-melted burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a tall burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a blazing torch.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a small campfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a roaring bonfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon&#039;s maw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a stream in your mind&#039;s eye. (216 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a pond in your mind&#039;s eye. (~200/250 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a river in your mind&#039;s eye. (~300 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a lake in your mind&#039;s eye. (400&amp;lt;PM&amp;lt;409 raised discipline to 30 just prior if it matters) &amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a sea in your mind&#039;s eye. (510 PM, 40 disc, 45 int, 39 wis (if this matters))&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of an ocean in your mind&#039;s eye. (~650 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Drogor&#039;s deeps in your mind&#039;s eye. (750? PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Elanthia&#039;s tides rising toward Katamba in your mind&#039;s eye. (&amp;gt;=1000 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the sapphirine planet Merewalda in your mind&#039;s eye. (&amp;gt;=1200 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Alamhif&#039;s Bridge arching from the cold seas of Death in your mind&#039;s eye. (&amp;gt;=1400 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the fathomless ebon abysms of the Starry Road in your mind&#039;s eye. (&amp;gt;=1600?? PM) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: 10/26/18 - 580 PM, 6 Spells in OM.&lt;br /&gt;
Note 12/04/18 - 650 PM, 7 spells in OM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense your Osrel Meraud spell linking you to a brilliant orb of rippling cerulean light, which should last until you release it.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Centering spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Shield of Light spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Auspice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Benediction]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Centering]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Divine Radiance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Glythtide&#039;s Gift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Major Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Minor Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Murrula&#039;s Flames]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Protection from Evil]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sanyu Lyba]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Shield of Light]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Soul Shield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Persistence of Mana]]&lt;br /&gt;
&lt;br /&gt;
===Favor orb-based appearances===&lt;br /&gt;
* a brilliant orb of rippling cerulean light (Meraud- Wolf)&lt;br /&gt;
* a shadowy orb rippling with silver arcs of light (Firulf- Owl)&lt;br /&gt;
* a luminous orb of coruscating rainbowed light (Kerenhappuch- Shrew )&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bitter_Feast&amp;diff=491349</id>
		<title>Bitter Feast</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bitter_Feast&amp;diff=491349"/>
		<updated>2018-09-23T04:27:55Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=bf&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Eylhaar&#039;s Feast]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=A modified version of the Eylhaar&#039;s Feast matrix, Bitter Feast removes the elements of the spell responsible for euphoria.  There is no risk of addiction when using Bitter Feast, but the true sensation of having a portion of the soul forcibly ripped apart to fuel this transmutation is unpleasant, to say the least.&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=Replaces EF&#039;s addiction drawback with a short stun.&lt;br /&gt;
|messaging=&#039;&#039;&#039;Vitality:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A thousand tiny knives seem to scrape across your innards as the spell settles in your soul.  With supreme effort, you endure the pain and shred a portion of your spiritual energy apart to feed the spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
While your soul feels like it is withering and dying, unnatural strength grips your flesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement:&#039;&#039;&#039;&amp;lt;br /&amp;gt; &lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A thousand tiny knives seem to scrape across your innards as the spell settles in your soul.  With supreme effort, you endure the pain and shred a portion of your spiritual energy apart to feed the spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
The searing pain transforms into a sense of burning heat!  Your magical senses flare to life even as something deep inside you burns to ash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A thousand tiny knives seem to scrape across your innards as the spell settles in your soul.  With supreme effort, you endure the pain and shred a portion of your spiritual energy apart to feed the spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
A deep chill sweeps through your muscles from the depths of your wounded soul.  The cold numbs your limbs from the sensations of pain and weariness.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=-&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Heavenly_Fires&amp;diff=491348</id>
		<title>Heavenly Fires</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Heavenly_Fires&amp;diff=491348"/>
		<updated>2018-09-23T04:27:38Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=hf&lt;br /&gt;
|minprep=0&lt;br /&gt;
|castcap=0&lt;br /&gt;
|validtarget=PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=[[Aesrela Everild]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Quaintly, the knowledge of Heavenly Fires allows you to spontaneously redirect the bolts generated by the Aesrela Everild spell to a new target, when they would otherwise strike a corpse.&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=Allows AE&#039;s bolts to redirect to new target after first is dead.&lt;br /&gt;
|messaging=-&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=-&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=metamagic&lt;br /&gt;
|spelltype=Metaspell&lt;br /&gt;
|tier=Metaspell&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=491347</id>
		<title>Osrel Meraud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Osrel_Meraud&amp;diff=491347"/>
		<updated>2018-09-23T04:26:29Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|name=Osrel Meraud&lt;br /&gt;
|abbrev=om&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=200&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=999&lt;br /&gt;
|validtarget=Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 30, [[Sanctify Pattern]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell&#039;s namesake deity or one of his aspects with holy mana, transforming it into a magical reservoir.  If skilled enough, the caster will be able to weave the pattern of other beneficial spells into the orb.  These spells will affect the caster, but feed off of the orb as long as it has 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=Creates an orb to store cleric buff spells.&lt;br /&gt;
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!&lt;br /&gt;
&lt;br /&gt;
Crackling waves of brilliant light swirl over the surface of the Meraud orb! It rapidly begins to expand and pulsate as the glassy surface shatters, exploding outward into a roiling ball of light that rises from your palm, into the air! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Not Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tugging sensation emanates from the orb, as if it hungers for more.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refill (Full):&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a minor amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A sense of fullness emanates from the orb.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense that you were able to channel a bit more than half of your infusion&#039;s power into a brilliant orb of rippling cerulean light.  A faint tingle washes through you as some of the energy is diffused, the orb having reached its full capacity.&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Stores spells and keeps them active until released. Active buffs tied with the orb will show via power perceive. Skill dictates how many spells can be held in the orb at one time. The more spells active in the orb, the faster it depletes its charge and must be infused with more mana to maintain the spells.&lt;br /&gt;
*Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.&lt;br /&gt;
*Only the cleric spells listed below can be stored within the orb.&lt;br /&gt;
&lt;br /&gt;
Per Ricinus:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Casting OM uses the standard Utility and Holy Magic skill blend to determine how much mana you can use per cast. This applies to the original cast as well refreshing casts. &amp;lt;br/&amp;gt; &lt;br /&gt;
* OM casts always use 100% of the mana you are able to use to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
* The size of the orb is determined based on your Holy Magic skill when the orb is created. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for casting OM is based on Holy Magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Roundtime reduction for touching or breaking the orb is based on Arcana. &amp;lt;br/&amp;gt;&lt;br /&gt;
* Infusions loss is reduced by Arcana. (For example, at 800 Arcana skill, you infuse with 75% of mana attempted.)&amp;lt;br/&amp;gt;&lt;br /&gt;
* Arcana is the skill that determines how many spells you can load up into OM. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Usage:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
To cast the orb initially the cleric must have a Meraud favor orb in hand, the orb does not need to be filled. Simply Prepare the spell and cast it on the orb. Under the new magic system it requires roughly 220 holy magic to successfully cast.&lt;br /&gt;
&lt;br /&gt;
To tie a spell into the orb prepare the desired spell and then &#039;&#039;&#039;TOUCH ORB&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To release a spell tied to the orb simply &#039;&#039;&#039;RELEASE &amp;lt;SPELL&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To toggle the atmospheric messaging of the orb &#039;&#039;&#039;TAP ORB&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells cast into an orb that can be cast on items, such as Bless and water or [[Glythtide&#039;s Gift]] and drinks, can be cast on items without interfering with the orb-stored spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of cold ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a pile of smoldering ashes.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a nearly burnt-out candle wick.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a half-melted burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a tall burning candle.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a blazing torch.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a small campfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of a roaring bonfire.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.&amp;lt;br&amp;gt;&lt;br /&gt;
#The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon&#039;s maw.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capacity Messaging:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a stream in your mind&#039;s eye. (216 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a pond in your mind&#039;s eye. (~200/250 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a river in your mind&#039;s eye. (~300 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a lake in your mind&#039;s eye. (400&amp;lt;PM&amp;lt;409 raised discipline to 30 just prior if it matters) &amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of a sea in your mind&#039;s eye. (510 PM, 40 disc, 45 int, 39 wis (if this matters))&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of an ocean in your mind&#039;s eye. (~650 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Drogor&#039;s deeps in your mind&#039;s eye. (750? PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Elanthia&#039;s tides rising toward Katamba in your mind&#039;s eye. (&amp;gt;=1000 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the sapphirine planet Merewalda in your mind&#039;s eye. (&amp;gt;=1200 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of Alamhif&#039;s Bridge arching from the cold seas of Death in your mind&#039;s eye. (&amp;gt;=1400 PM)&amp;lt;br&amp;gt;&lt;br /&gt;
#The pervasiveness of the sensation evokes the image of the fathomless ebon abysms of the Starry Road in your mind&#039;s eye. (&amp;gt;=1600?? PM) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.&amp;lt;br /&amp;gt;&lt;br /&gt;
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense your Osrel Meraud spell linking you to a brilliant orb of rippling cerulean light, which should last until you release it.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Centering spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
You sense the Shield of Light spell upon you, which is linked to your Osrel Meraud orb.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible Spells:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Auspice]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Benediction]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Bless]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Centering]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Divine Radiance]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Glythtide&#039;s Gift]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Halo]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Major Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Minor Physical Protection]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Murrula&#039;s Flames]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Protection from Evil]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sanyu Lyba]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Shield of Light]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Soul Shield]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Persistence of Mana]]&lt;br /&gt;
&lt;br /&gt;
===Favor orb-based appearances===&lt;br /&gt;
* a brilliant orb of rippling cerulean light (Meraud- Wolf)&lt;br /&gt;
* a shadowy orb rippling with silver arcs of light (Firulf- Owl)&lt;br /&gt;
* a luminous orb of coruscating rainbowed light (Kerenhappuch- Shrew )&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Persistence_of_Mana&amp;diff=491346</id>
		<title>Persistence of Mana</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Persistence_of_Mana&amp;diff=491346"/>
		<updated>2018-09-23T04:25:11Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=pom&lt;br /&gt;
|minprep=150&lt;br /&gt;
|castcap=700&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=30&lt;br /&gt;
|maxduration=90&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 20, [[Sanctify Pattern]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Through intense study and concentration, the Holy Mage learns to build upon what they have learned from Meraud&#039;s Gift.  The Persistence of Mana spell will allow him to rend apart the normal boundaries of his magical prowess, extending those horizons to new heights.  The process is painful and taxing upon his concentration, but the rewards are quite bountiful -- as long as the spell remains in effect, his ability to harness and regenerate mana will be bolstered.&lt;br /&gt;
|buffs=Attunement skill, Attunement pool regeneration&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=You gesture your arms in a wide arc, slowly bringing your hands together to steeple your fingers.&lt;br /&gt;
The mental strain of this pattern is considerably eased by your ritual focus.&lt;br /&gt;
&lt;br /&gt;
A searing pain spreads through your fingertips, washing up through your arms until it burns through every vein in your body.  Your vision goes black, yet you feel no respite from the torturous pain.&lt;br /&gt;
&lt;br /&gt;
The pain bores deeper into your body, the energy of your spell carving into your nervous system like molten knives.&lt;br /&gt;
&lt;br /&gt;
You feel the horizons of your magical senses being torn asunder, stretched beyond their normal bounds.&lt;br /&gt;
&lt;br /&gt;
Your spell finally takes full shape, and a vast aural emptiness blots out the pain as quickly as it had come.  Your magical senses tingle, your ability to sustain the fatigues of spellcasting heightened.&lt;br /&gt;
&lt;br /&gt;
Slowly you relax the pose of your hands, allowing the cramping muscles a moment of serenity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Third person:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Cleric&amp;gt; gestures his arms in a wide arc, slowly bringing his hands together to steeple his fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Cleric&amp;gt;&#039;s eyes flare with an ethereal blue glow as his body grows rigid, contorting against the unmistakable throes of great pain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Cleric&amp;gt; trembles in pain, his steepled fingers fused together in concentration.&lt;br /&gt;
&lt;br /&gt;
Traces of ethereal blue light flicker over &amp;lt;Cleric&amp;gt;&#039;s form, like tendrils of unnatural lightning.  His face contorts in agony, eyes rolling back into his head as he attempts to retain concentration.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Cleric&amp;gt;&#039;s morbid grimace softens a shade as he slowly relaxes the vigilant pose of his hands, seeming more tranquil than before.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=ritual&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*&#039;&#039;&#039;To successfully cast one of the [[Ritual spells]] you must use of a [[Focus (item)|ritual focus]].&#039;&#039;&#039; There are two options:&lt;br /&gt;
:*Spellbook-specific foci, such as the {{ilink|i|pale blue-lacquered inkwell}}, can be used to cast [[Persistence of Mana]] without the Improvised Rituals magical feat.&lt;br /&gt;
:*Universal or realm-attuned foci, such as the {{ilink|w|slender alabaster staff with a silver cobra coiled along it}}, require the [[Magical feats|magical feat]] Improvised Rituals. (Realm-attuned foci are ones that are compatible with all spells of a given mana type.)&lt;br /&gt;
*There is a stun (approximately 30 seconds) that accompanies this spell, along with some atmospheric messaging that you have to wait for. As expected with a ritual spell, make sure you have some measure of safety when casting.&lt;br /&gt;
**The stun can be avoided by recasting the spell before the previous duration has ended.&lt;br /&gt;
*Can be placed in an [[Osrel Meraud]] Orb.&lt;br /&gt;
*When active, reduces the Cleric&#039;s time to harness mana by 1 second. (To a minimum of 1 second, 2 total if using INFUSE)&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Huldah%27s_Pall&amp;diff=491345</id>
		<title>Huldah&#039;s Pall</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Huldah%27s_Pall&amp;diff=491345"/>
		<updated>2018-09-23T04:24:46Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=hulp&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=[[Uncurse]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Huldah&#039;s Pall is a trickster&#039;s spell.  It sets up a lattice of magic around its hapless target that drains any attempt to channel mana into a spell pattern!  This means that whomever is afflicted by Huldah&#039;s Pall will be unable to cast spells for a time, including those already prepared when you cast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Calling upon this spell&#039;s namesake is risky business, so make sure your target really is a spellcaster, or you will be the one afflicted with the curse!  One can remove Huldah&#039;s Pall from its victim with Uncurse, so remember this if you forget the nature of Huldah!&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 spellcasting.&lt;br /&gt;
|messaging=You gesture, muttering a quiet riddle to invoke Huldah&#039;s trickery.&amp;lt;br /&amp;gt;&lt;br /&gt;
A pair of immense ghostly hands sweep forward to grasp a goblin shaman in a translucent embrace!&amp;lt;br /&amp;gt;&lt;br /&gt;
The ghostly hands interlock their wispy fingers, locking themselves tightly around a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
|offtype=mind&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
*If cast preemptively, simply prevents spellcasting at all if it is successful.&lt;br /&gt;
*If cast during the target&#039;s preparation, the spell timer will continue, but the target will be unable to finish whichever pattern they were preparing.&lt;br /&gt;
*Can be removed using [[Uncurse]].&lt;br /&gt;
**If this spell is cast by an enemy creature, the [[Protection from Evil]] matrix will aid in resisting it&#039;s effects entirely.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Curse_of_Zachriedek&amp;diff=491344</id>
		<title>Curse of Zachriedek</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Curse_of_Zachriedek&amp;diff=491344"/>
		<updated>2018-09-23T04:24:35Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=coz&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=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Uncurse]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The Curse of Zachriedek spell will malign the weapon or armour of your foe, causing it to become weak and unstable.  As a result, the object will be less able to serve its intended purpose.  The Uncurse spell may be able to unravel this foul enchantment.&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=This curse weakens and destablizes the target creature&#039;s armor and weapons.&lt;br /&gt;
|messaging=&#039;&#039;Start:&#039;&#039;You point a crooked finger at a XXX and garble an unintelligible curse.  A disturbing black radiance creeps over a XXX&#039;s weapon.  A disturbing black radiance creeps over a XXX&#039;s armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=fortitude&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;br /&gt;
==Notes==&lt;br /&gt;
*Can be woven into the [[Hydra Hex]] spell for cyclic use.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Malediction&amp;diff=491343</id>
		<title>Malediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Malediction&amp;diff=491343"/>
		<updated>2018-09-23T04:23:37Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &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=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Uncurse]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The Malediction spell is a curse that will enfold the target in a pall of dark energy, constricting its movement and making it less effective in combat.  Be careful with this power, however, lest Harawep lay waste to your plans and turn the curse back upon you.&lt;br /&gt;
  &lt;br /&gt;
Through deep study, it has been determined that the Malediction curse is very versatile.  You may focus its energies upon your target&#039;s defense or offense abilities specifically, or weave the cast generally to affect both.  An unfocused cast will be less effective than a focused one.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Defensive Factor, Offensive Factor&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
Flickering shadows tear away from your fingertips, shuddering through the air toward the ship&#039;s rat!&amp;lt;br /&amp;gt;&lt;br /&gt;
Tendrils of malevolent darkness swarm around the ship&#039;s rat, intertwining with one another into a constricting cage. A great curse settles over it, cemented by your will.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflecting back:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Flickering shadows tear away from your fingertips, shuddering through the air toward the swamp troll!&amp;lt;br /&amp;gt;&lt;br /&gt;
Suddenly, tendrils of malevolent darkness swirl back around, slithering toward you at a frightening pace! They coalesce around you in a constricting cage, hampering your movement. You feel less able to strike out at and defend against your opponents.&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=fortitude&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;br /&gt;
==Notes==&lt;br /&gt;
*Syntax: CAST &amp;lt;target&amp;gt; [OFFENSE|DEFENSE]&lt;br /&gt;
*Offense debuff affects both ranged and melee accuracy.&lt;br /&gt;
*If cast on both aspects the effect is halved for both.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Phelim%27s_Sanction&amp;diff=491342</id>
		<title>Phelim&#039;s Sanction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Phelim%27s_Sanction&amp;diff=491342"/>
		<updated>2018-09-23T04:22:00Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ps&lt;br /&gt;
|minprep=10&lt;br /&gt;
|castcap=66&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Divine Radiance]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Among his many deeds, Phelim is renowned for putting the mighty World Dragon to sleep with a handful of silvery sand.  Drawing on this example, the Phelim&#039;s Sanction spell can stun throngs of accursed abominations with a deluge of divine light.&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=Cursed/Undead-only AoE stun.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Glimmering cracks of silver spiderweb the walls, leaking a misty light that collects overhead.  For but a single instant, the light floods through the area like a blizzard of pearl sand, casting the night into a dreamscape astir with shadowed silhouettes and heavenly blaze.&amp;lt;br /&amp;gt;&lt;br /&gt;
A dark fiend is moderately stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
A dark fiend is moderately stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
A dark fiend is moderately stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
|offtype=magic&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, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Undead which are normally immune to stunning are not immune to this spell&#039;s effects.&lt;br /&gt;
*[[Halo]] + Phelim&#039;s sanction will blow all undead out of your room to quickly end combat engagement.&lt;br /&gt;
*If you find a [[Item:Glowing iron fragment]] in the field and hold it in your hand at the time of casting, it&#039;s effects will bolster this spell, increasing it&#039;s potency against the undead.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Harm_Evil&amp;diff=491341</id>
		<title>Harm Evil</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Harm_Evil&amp;diff=491341"/>
		<updated>2018-09-23T04:21:17Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=he&lt;br /&gt;
|minprep=2&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Protection from Evil]] or [[Divine Radiance]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The Harm Evil spell disrupts the physical manifestations of undead, demonic and cursed beings.  The spell has also been known to have ill effects upon the minions of the Dark Gods, although they are neither evil nor undead.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Fire damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Undead-only single-strike attack that bypasses shield and armor.&lt;br /&gt;
|messaging=You gesture at a dark fiend.&amp;lt;br /&amp;gt;&lt;br /&gt;
A single tendril of pearlescent grey mist bursts out from inside the dark fiend, rending open its back.  A luminous wisp of spectral fire races along the length of the misty tendril, sparking a roaring pyre of ghostly silver-grey flame that soon immolates its back entirely.&amp;lt;br /&amp;gt;&lt;br /&gt;
The dark fiend shudders as the shadow armor leaves its form and it goes still.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, shield ignoring, armor ignoring&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be upgraded to include a [[:Category:Heavy offensive abilities|heavy offensive]] effect with the [[Time of the Red Spiral]] metaspell that triggers if off of the heavy offensive cooldown.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=491340</id>
		<title>Shield of Light</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Shield_of_Light&amp;diff=491340"/>
		<updated>2018-09-23T04:20:46Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sol&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=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 10, [[Divine Radiance]], [[Minor Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Shield of Light spell creates a blessed shield, keeping it in existence as long as the pattern holds.  This divine shield is very light, can be shaped somewhat, and will also allow the cleric to block attacks with greater accuracy than they would otherwise with mundane shields.&lt;br /&gt;
|buffs=Shield Usage skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Conjures a shield&lt;br /&gt;
|messaging=&#039;&#039;&#039;Cast without a shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
In a fiery blaze, a shimmering tower shield appears in your left hand.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wearing the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield dissolves into a pinpoint of light and quickly reconstructs itself as a flickering oval shield on your left arm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shaping the shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your shield suddenly fluctuates, changing shape and reforming into a luminous target shield.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect ends:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Your tower shield fades away into nothingness.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast while holding or wearing a shield:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A fiery blaze covers your shield arm like a vambrace of solid sunlight.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be used with an [[Osrel Meraud]] orb.&lt;br /&gt;
*Shield of Light does not summon a shield if you are already holding or wearing one, although you still get the skill buff.&lt;br /&gt;
*The summoned oval (medium sized) shield of light can be arm-worn despite being larger than what a cleric could normally wear.&lt;br /&gt;
*[[Unbend sigil|Unbend sigils]] can destroy a shield of light when dropped in the same room.&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|SHAPE}} {{tt|SHIELD TO}} &#039;&#039;&amp;lt;option&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
: SHAPE SHIELD TO TARGET&amp;lt;br /&amp;gt;&lt;br /&gt;
: SHAPE SHIELD TO MERAUD&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Valid options===&lt;br /&gt;
* target (small)&lt;br /&gt;
* oval (medium)&lt;br /&gt;
* tower (large)&lt;br /&gt;
* spiked (adds puncture damage)&lt;br /&gt;
* blank (without spikes)&lt;br /&gt;
* the name of any Immortal (alters appearance)&lt;br /&gt;
* custom (alters appearance, requires custom scroll)&lt;br /&gt;
&lt;br /&gt;
Target (small) and oval (medium) options can be worn on the arm. Tower (large) shields will automatically shape to oval when worn.&lt;br /&gt;
&lt;br /&gt;
====Custom designs====&lt;br /&gt;
Custom scrolls have been sold at various festival shops (e.g. [[See The Light]]) or are available as part of quest loot (e.g. the [[Item:Salt-stained vellum scroll|salt-stained vellum scroll]]). When you {{com|shape}} {{tt|shield to custom}}, your shield will take on the appearance set in the last scroll you studied.&lt;br /&gt;
&lt;br /&gt;
These custom scrolls bind to the user when you {{com|study}} them. Once a scroll has been studied by one cleric, another cleric cannot study them to learn the pattern. The scroll is not destroyed, however, allowing you to collect multiple scrolls with different designs.&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||09-better than fair||03-dismal||07-low&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||05-poor||12-good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||16-great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Protection with Shield crafting technique==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Option||Size||Weight||Hindrance||Held Basic||Held Full||Worn Basic||Worn Full&lt;br /&gt;
|-&lt;br /&gt;
|target||small||35||01-insignificant||03-dismal||10-moderate||03-dismal||08-fair&lt;br /&gt;
|-&lt;br /&gt;
|oval||medium||62||04-minor||06-rather low||13-very good||05-poor||10-moderate&lt;br /&gt;
|-&lt;br /&gt;
|tower||large||100||07-moderate||07-low||17-very great||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Halo&amp;diff=491339</id>
		<title>Halo</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Halo&amp;diff=491339"/>
		<updated>2018-09-23T04:20:32Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=halo&lt;br /&gt;
|minprep=30&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=250&lt;br /&gt;
|maxskill=1000&lt;br /&gt;
|minduration=1&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 20, [[Divine Radiance]], [[Major Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Damages undead. Pole/Melee range knockback/stun.&lt;br /&gt;
|messaging=&#039;&#039;Start:&#039;&#039; 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.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refresh:&#039;&#039; The air around you stirs eerily, caught in an unnatural current highlighted by vestigial strands of spectral light.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039; With a whispered sigh, your Halo spell expires.&lt;br /&gt;
|offtype=magic&lt;br /&gt;
|deftype=reflexes&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation, warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The knockback can knock targets into adjacent rooms. &lt;br /&gt;
*Can be stored in OM, will trigger when in danger (e.g. stunned).&lt;br /&gt;
*Regardless of output cast (Orb, or otherwise) can be INFUSE&#039;d to trigger the area of effect knockback early. This has a cooldown still.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Benediction&amp;diff=491338</id>
		<title>Benediction</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Benediction&amp;diff=491338"/>
		<updated>2018-09-23T04:20:20Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &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=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 30, [[Bless]], [[Major Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Benediction spell allows a Cleric to manifest their faith and devotion into a blessing of enhanced physical prowess.  Under the effects of this blessing the caster may find that their body moves with greater ease, their blows fall with greater force than before, or even that their strikes land home with far greater accuracy.&lt;br /&gt;
|buffs=Agility (stat), Reflex (stat), Strength (stat)&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Varying bonus amount.&lt;br /&gt;
|messaging=You make a holy gesture and intone reverently, &amp;quot;&#039;&#039;&amp;lt;Immortal&amp;gt;&#039;&#039;, hear my plea!&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
You suddenly feel more limber, your reflexes charged with a &#039;&#039;&amp;lt;level&amp;gt;&#039;&#039; energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suddenly your muscles flood with energy, singing with a &#039;&#039;&amp;lt;level&amp;gt;&#039;&#039; vigor.&amp;lt;br /&amp;gt;&lt;br /&gt;
A surge of &#039;&#039;&amp;lt;level&amp;gt;&#039;&#039; energy tingles through every nerve in your body, leaving you feeling more dexterous.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Buff to {{in|Strength}}, {{in|Reflex}}, and {{in|Agility}}. All buffs granted even at minimum prep. Self cast only.&lt;br /&gt;
**As with most buff spells, these effects are capped at 20% of your base stat. (50 strength would experience +10 modifier)&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
*The strength of the effect can be seen in the level of the energy at cast:&lt;br /&gt;
**faint &lt;br /&gt;
**mild&lt;br /&gt;
**strong&lt;br /&gt;
**great &lt;br /&gt;
**profuse&lt;br /&gt;
**massive &lt;br /&gt;
*Changes your appearance when people LOOK at you based on the aspect of the god you received your last favor from:&lt;br /&gt;
**Light - A holy aura of benevolence emanates from you, illuminating your countenance brightly.&lt;br /&gt;
**Neutral - A bright aura of holy energy emanates from you, standing tall and shining with a powerful inner fortitude.&lt;br /&gt;
**Dark - A holy aura of malevolence emanates from you, the darkness exuding a disturbing black radiance.&lt;br /&gt;
*No longer subject to restrictions from [[Devotion]] or {{skill|Primary Magic}}&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ghost_Shroud&amp;diff=491337</id>
		<title>Ghost Shroud</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ghost_Shroud&amp;diff=491337"/>
		<updated>2018-09-23T04:20:08Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ghs&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 30 and [[Protection from Evil]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|pulse=16&lt;br /&gt;
|desc=The Ghost Shroud spell conjures a pall of spectral fog that obscures one from enemies.  Projectile attacks -- targeted magic, thrown weapons, and bows -- will find it more difficult to strike any employing it.  The amount of mana sustaining the spell will affect the pattern&#039;s strength, and thus the thickness of the barrier.&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=Reduces damage of incoming ranged and targeted attacks, hides your features, and changes your appearance in the room.&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
A swirling grey fog surrounds you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;br /&gt;
==Appearance==&lt;br /&gt;
While under the effect of Ghost Shroud:&lt;br /&gt;
*the player will appear in the room as &amp;quot;&amp;lt;Player&amp;gt; who is shrouded by swirling grey fog.&amp;quot;&lt;br /&gt;
*their features will appear as &amp;quot;Thick wisps of grey, semi-transparent fog slowly churn around &amp;lt;Player&amp;gt;, obscuring &amp;lt;his/her&amp;gt; features.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Soul_Shield&amp;diff=491336</id>
		<title>Soul Shield</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Soul_Shield&amp;diff=491336"/>
		<updated>2018-09-23T04:19:55Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=SOS&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 15, [[Protection from Evil]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Soul Shield spell enfolds one in a barrier of holy energy which will protect against most kinds of spiritual attacks.&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=Barrier vs Spirit attacks. Absorbs spirit damage.&lt;br /&gt;
|messaging=&#039;&#039;Start/Refresh:&#039;&#039; A lucent sphere glistens around you, enfolding your spirit.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039;Your spirit feels less protected as the lucent sphere fades from around you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel_Meraud_3.0|Osrel Meraud]] orb.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Mass_Rejuvenation&amp;diff=491335</id>
		<title>Mass Rejuvenation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Mass_Rejuvenation&amp;diff=491335"/>
		<updated>2018-09-23T04:19:45Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=mre&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=Circle 10, [[Rejuvenation]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Mass Rejuvenation spell will attempt to repair the memories of any fallen souls within the area.  Unlike its lesser counterpart, this spell will gradually affect the dead as long as its manifestation remains in existence.&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=Creates cloud that gradually restores memories to dead bodies in the area.&lt;br /&gt;
|messaging=&#039;&#039;&#039;CAST:&#039;&#039;&#039;&amp;lt;br /&amp;gt;A cloud of black mist churns into being, glistening with an unearthly radiance from within its depths.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEMORY RESTORAL:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Streaks of liquid black light arc outward from a cloud of black mist, diffusing into a deathly luminance that shrouds the dead.&lt;br /&gt;
&lt;br /&gt;
A thin &#039;&#039;&amp;lt;color&amp;gt;&#039;&#039; nimbus surrounds &#039;&#039;&amp;lt;Player&amp;gt;&#039;&#039; for a brief moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;END:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cloud of mist is suddenly consumed in a conflagration of flashing black lightning.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*The full duration of 2-10 minutes only occurs if the cloud does not restore any memories, since the duration is shortened every time this happens.&lt;br /&gt;
*This cloud will follow you from room to room, to an extent, allowing you to bring the single cloud to restore multiple rooms before it expires.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Vigil&amp;diff=491334</id>
		<title>Vigil</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Vigil&amp;diff=491334"/>
		<updated>2018-09-23T04:18:56Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=Vigil&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=999&lt;br /&gt;
|maxduration=999&lt;br /&gt;
|validtarget=PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Rejuvenation]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Through discipline and focus, the Cleric learns to manipulate the ebb and flow of an energy foreign to all but fellow clergy: the spirit.  The Vigil spell will form a conduit of Holy essence between yourself and the target which will foster the passage of this spiritual energy.  Whichever party lacks spirit while the other&#039;s cup overflows shall be the benefactor of this osmosis.  This is especially useful to preserve the spirit of a fallen friend while ministering the rites of death.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Spirit damage&lt;br /&gt;
|htype=Spirit heal&lt;br /&gt;
|effect=Equalizes the spirit health of two linked players.&lt;br /&gt;
|messaging=You gesture at (person).&amp;lt;br /&amp;gt;A shaft of pure white light pools in your hands and streaks out toward (person). &lt;br /&gt;
You feel a conduit of magical energy form between yourself and (person)&#039;s spirit.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*[[Soul Shield]] can be cast on a linked player when at range.&lt;br /&gt;
*By Indefinite duration, the spell will maintain the link between two targets until the cleric forcibly ends it, via RELEASE VIGIL.&lt;br /&gt;
*Seems to maintain it&#039;s link across great distances. Certain rooms remove the link, however, and certain sequences will remove the link as well.&lt;br /&gt;
*The more mana put into the spell matrix, the higher possible amounts of spirit energy can be transferred per pulse.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Chill_Spirit&amp;diff=491333</id>
		<title>Chill Spirit</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Chill_Spirit&amp;diff=491333"/>
		<updated>2018-09-23T04:18:38Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=chs&lt;br /&gt;
|minprep=7&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Soul Sickness]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Chill Spirit is a spell pattern which, if successful, will drain the spiritual essence of its target.  The very first spell that weaponizes the mysticism of Spirit Manipulation, Chill Spirit serves great purpose even to the elders -- as a portion of the aural energy torn away from the target may be transferred back to the caster.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Slice damage, Cold damage, Spirit damage&lt;br /&gt;
|htype=Spirit heal&lt;br /&gt;
|effect=Single-strike spirit siphon.&lt;br /&gt;
|messaging=You gesture at a goblin shaman.&lt;br /&gt;
Spidery tendrils of icy blue light swirl outward from your palms, darting toward a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
The writhing tendrils strike the goblin shaman benignly, billowing rapidly into a sheaf of ghostly fog around it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 1 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
Claws of mist tear away from the amorphous cloud of fog enwreathing a goblin shaman, slashing violently at its body!  It cries with a horrific death rattle, bearing no visible wounds but seeming chilled to the bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman grows deathly pale!&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing stick shatters into a million glittering splinters.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a goblin shaman.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Casting this spell on the undead will cause the spell to drain the casters spirit, as well as inflict roundtime and a stun.&lt;br /&gt;
*On successful casts, this spell has a high chance to stun the target after a few moments.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Eylhaar%27s_Feast&amp;diff=491332</id>
		<title>Eylhaar&#039;s Feast</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Eylhaar%27s_Feast&amp;diff=491332"/>
		<updated>2018-09-23T04:18:23Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ef&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=Circle 15, [[Auspice]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Eylhaar&#039;s Feast grants its caster unique control over his soul.  A Holy Mage with this spell can transmute a portion of his spiritual energy into any other form of bodily energy: be it vigor, magical attunement or raw life force.&lt;br /&gt;
&lt;br /&gt;
The sensation of using Eylhaar&#039;s Feast is surprisingly euphoric.  Repeated short-term use may addict the caster to the sensations the spell provides.  In the thrall of addiction it is dangerously easy to steal away too much of the soul at once, granting the caster the pleasant death of the spell&#039;s namesake.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Spirit damage&lt;br /&gt;
|htype=Vitality heal, Attunement heal, Fatigue heal&lt;br /&gt;
|effect=Converts spirit health to attunement, vitality, or fatigue.&lt;br /&gt;
|messaging=&#039;&#039;&#039;Vitality:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You feel a faint warming sensation as the spell settles into your soul.  A powerful sense of well-being and contentment spreads through you, causing your muscles to relax and your mind to wander.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your soul seems to blaze with a magnificent holy fire.  The spiritual heat is drawn to every fiber of your body, making you feel indomitable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attunement:&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your skin prickles with anticipation as the spell settles into your soul.  A powerful sense of well-being and contentment spreads through you, causing your muscles to relax and your mind to wander.&amp;lt;br /&amp;gt;&lt;br /&gt;
A hedonist&#039;s banquet of tastes and smells fills your senses.  You take a deep draught of your soul, its energy tasting sweeter than anything you&#039;ve drank before.  Your magical senses tingle fiercely through the process.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your skin prickles with anticipation as the spell settles into your soul.  A powerful sense of well-being and contentment spreads through you, causing your muscles to relax and your mind to wander.&amp;lt;br /&amp;gt;&lt;br /&gt;
The sensation of skillful hands massaging your body washes over you.  Pain and stress vanish from your limbs as the gentle energy of your soul reinvigorates your muscles.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Syntax==&lt;br /&gt;
*{{com|CAST}} &amp;lt;option&amp;gt; &amp;lt;percentage&amp;gt; &amp;lt;bitter&amp;gt;&lt;br /&gt;
:Valid Options: Attunement, Fatigue, Vitality&lt;br /&gt;
:Valid Percentage: # 1-99&lt;br /&gt;
:To use the &amp;quot;bitter&amp;quot; option, you must know the [[Bitter Feast]] spell.&lt;br /&gt;
** With the [[Bitter Feast]] option, you completely bypass the risk of addiction and all that entails. This is replaced with a stun, however.&lt;br /&gt;
&lt;br /&gt;
The percentage used is a percent of your maximum potential [[Spirit_Health|spirit health]].&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* The addictive desire lasts for ~1-3 minutes after cast.&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* Your maximum potential spirit health is calculated using the [[Spirit_Health#Formula|Spirit Health formula]].&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Aesrela_Everild&amp;diff=491331</id>
		<title>Aesrela Everild</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Aesrela_Everild&amp;diff=491331"/>
		<updated>2018-09-23T04:18:06Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ae&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=[[Auspice]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Aesrela Everild spell will transmute a portion of your spirit energy into a physical force, manifesting as deadly bolts of flame that will rain destruction upon your intended foe.  Take great care with this spell pattern -- the more mana you feed it with, the more bolts it spawns, and the more spirit energy it will expend!&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Fire damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Pulsing single-target attack.&lt;br /&gt;
|messaging=You close your eyes, drawing your closed fist toward your chest.&amp;lt;br /&amp;gt;&lt;br /&gt;
Seconds later you swing your arm outward, pointing at a goblin shaman as your eyes fix on it in a vehement stare.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your spirit flows into waves of translucent energy that enwreathe a goblin shaman, swarming around it malignantly.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 1 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
Streamers of glistening silver light trail in the air as bolts of flame begin to fall from the sky like miniature comets!&lt;br /&gt;
&lt;br /&gt;
A goblin shaman&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
A bolt of holy fire strikes a goblin shaman in the right arm, scorching its flesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bolts of roiling silver flame spiral downward from the heavens!&lt;br /&gt;
&lt;br /&gt;
A goblin shaman&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
A bolt of holy fire strikes a goblin shaman in the head, utterly immolating surrounding flesh and bone in a conflagration of roaring silver flame!&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing stick shatters into a million glittering splinters.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a goblin shaman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redirect via Heavenly Fires:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A torrent of luminous silver flame rains down from above!&lt;br /&gt;
&lt;br /&gt;
You will the raining blaze away from the dead shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
A bolt of holy fire strikes a grass eel in the slender body, utterly immolating surrounding flesh and bone in a conflagration of roaring silver flame!&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel coils and uncoils rapidly before expiring.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a grass eel.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, pulse damage&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sanctify_Pattern&amp;diff=491330</id>
		<title>Sanctify Pattern</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sanctify_Pattern&amp;diff=491330"/>
		<updated>2018-09-23T04:17:23Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sap&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=The sacred pursuit of Metamagic was born from experiments into blessing increasingly abstract subjects, such as vocations or times of day.  While magic is at its heart neither divine nor &amp;quot;of the soul,&amp;quot; its subtle physics have proven more amendable than most subjects to holy manipulation.&lt;br /&gt;
&lt;br /&gt;
Sanctify Pattern was an early fruit from that endeavor.  By blessing the subject&#039;s capacity for magic, their spell patterns are in turn sanctified and express in their design a fleeting element of the Immortals&#039; wisdom and glory.  In practice, this serves to artificially bolster the subject&#039;s skill at Warding, Augmentation, Debilitation or Utility.&lt;br /&gt;
|buffs=Augmentation skill, Debilitation skill, Utility skill, Warding skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Only one at a time&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A brilliant silver halo appears briefly around your head.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your nerves gently tingle as the spell settles into the interface between your mind and the mana streams.  You feel more adept at &#039;&#039;&amp;lt;Augmentation/Debilitation/Warding/Utility&amp;gt;&#039;&#039; magic.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
*Can be cast on others at reduced potency.&lt;br /&gt;
**With the Team Player feat, this penalty is alleviated or removed completely.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Uncurse&amp;diff=491329</id>
		<title>Uncurse</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Uncurse&amp;diff=491329"/>
		<updated>2018-09-23T04:16:57Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=uncurse&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature, Item&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Metamagic&lt;br /&gt;
|prereqs=Circle 5, [[Bless]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Uncurse spell can temporarily lift or permanently break a curse on an object, person or creature.&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=Dispels offensive spell, curse, or Death&#039;s Sting on target.&lt;br /&gt;
|messaging=You gesture at a &amp;lt;BOX, WEAPON, other CURSED OBJECT&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Small tendrils of curious silvery light slither from your fingertips toward a &amp;lt;BOX, WEAPON, other CURSED OBJECT&amp;gt;&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Will dispel a single offensive spell on the target.&lt;br /&gt;
*With enough mana can be used to remove a Curse on the target.&lt;br /&gt;
**If the target is wearing a cursed item or items, this spell will affect all cursed items on that target. (Worn, or in hands)&lt;br /&gt;
*Will reduce the effects of Death&#039;s Sting on the target.&lt;br /&gt;
*Will destroy the [[giant skeletal claw]]s in [[Zaulfung]].&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fists_of_Faenella&amp;diff=491328</id>
		<title>Fists of Faenella</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fists_of_Faenella&amp;diff=491328"/>
		<updated>2018-09-23T04:16:45Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=ff&lt;br /&gt;
|minprep=2&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Fists of Faenella spell creates globes of holy energy that are then hurled at a single foe.  An ethereal candle burns within each globe, blessing it with the divine fire of the goddess.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Fire damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Single target multi-strike.&lt;br /&gt;
|messaging=Several globes of ethereal white light surge outward from your hand in rapid succession, hurtling toward a grass eel.&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel grunts in surprise as the white globe smacks into its slender body.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel grunts in surprise as the white globe smacks into its slender body.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The ethereal globe scrapes across the grass eel&#039;s slender body, raising thin purple welts.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your globe misses!&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel&#039;s tiny head is snapped back by a hard clout from the luminescent globe.&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel is stunned!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted, multistrike&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Horn_of_the_Black_Unicorn&amp;diff=491327</id>
		<title>Horn of the Black Unicorn</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Horn_of_the_Black_Unicorn&amp;diff=491327"/>
		<updated>2018-09-23T04:16:31Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=horn&lt;br /&gt;
|minprep=2&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=This spell shapes holy energy into a dreamlike, ephemeral manifestation of the fabled black unicorn and unleashes it toward an enemy.  Although only the horn of the ethereal beast is tangible enough, it is quite lethal.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Puncture damage, Cold damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Single-strike attack.&lt;br /&gt;
|messaging=You make a ruthless lashing gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A mass of deep ebon ether erupts from thin air, coalescing into the spectral form of a shadowy black unicorn which gallops rapidly toward a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The black unicorn rears up gracefully and slams down with head lowered, its horn brutally impaling the grass eel&#039;s spine amidst sickening sounds of ground bone and devastated innards!  After a moment, its lifeless body slowly slides off the bloody horn.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel thrashes about wildly for a few seconds, then lies still.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unicorn&#039;s eyes blaze like unearthly embers as it tramples the carcass under its hooves before fading.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 1 sec.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Hand_of_Tenemlor&amp;diff=491326</id>
		<title>Hand of Tenemlor</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Hand_of_Tenemlor&amp;diff=491326"/>
		<updated>2018-09-23T04:15:55Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=hot&lt;br /&gt;
|minprep=7&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=At the Hub of Windhowl there was an ancient mosaic of Tenemlor as Guardian of the Blessed: a tall white-furred lady, regal and beautiful but for one burned, withered paw.  This is the hand with which She blasts anyone who dares disturb the peaceful rest of the dead.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Impact damage, Fire damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Single-strike attack and offensive dispel.&lt;br /&gt;
|messaging=Your hand suddenly burns to a crisp!&lt;br /&gt;
You gesture at a grass eel with your withered claw for a hand.&amp;lt;br /&amp;gt;&lt;br /&gt;
What feels like hot lead runs in the marrow of your bones.  Gritting your teeth, you direct the fulminant energy at the grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel falls to the ground as its slender body explodes in a shower of blood and bits of bone.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel thrashes about wildly for a few seconds, then lies still.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=targeted&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Causes devastating scars on the caster&#039;s left hand, regardless of if it lands.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Divine_Radiance&amp;diff=491325</id>
		<title>Divine Radiance</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Divine_Radiance&amp;diff=491325"/>
		<updated>2018-09-23T04:15:17Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=dr&lt;br /&gt;
|minprep=2&lt;br /&gt;
|castcap=50&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=[[Bless]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Divine Radiance spell is a matrix of two possible patterns.&lt;br /&gt;
&lt;br /&gt;
The first will yield a glowing aura which enwreathes the caster, lighting the way in the darkness and eliminating the need for a torch or lantern.&lt;br /&gt;
&lt;br /&gt;
The second pattern will conjure an intense beam of holy light which will streak forth from the caster&#039;s palm to strike a specified foe.  The physical force manifested by the blessed ray may cause enemies to stumble, and will briefly render them vulnerable to holy attacks.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=Balance&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Knock-down. Holy damage amplification. Light source.&lt;br /&gt;
|messaging=Light source:&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&lt;br /&gt;
A glowing aura surrounds you.&lt;br /&gt;
&lt;br /&gt;
Knock Down:&amp;lt;br /&amp;gt;&lt;br /&gt;
A small peccary is momentarily engulfed in a blossom of crackling light! &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt; Moving in gracefully, you draw a steel scimitar at a small peccary.  A small peccary attempts to dodge, avoiding only some of the blow.  The scimitar lands a strong hit that just barely penetrates the skin to nick the stomach (&#039;Tis but a scratch!).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*When cast on yourself it provides a light source.&lt;br /&gt;
**Can be placed into the [[Osrel_Meraud_3.0|Osrel Meraud]] orb.&lt;br /&gt;
*When cast on a creature or player it unbalances/knocks them down and amplifies damage from blessed weapon attacks.&lt;br /&gt;
**To use this form of the spell on a target, cast it as though it was a targeted magic spell. E.g. {{com|TARGET}} {{tt|dr}}, {{com|cast}}.&lt;br /&gt;
**Knockdown appears to currently contest Utility skill, not Debilitation.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starry_Waters&amp;diff=491324</id>
		<title>Starry Waters</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starry_Waters&amp;diff=491324"/>
		<updated>2018-09-23T04:14:40Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=mapp&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=[[Minor Physical Protection]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|desc=The Major Physical Protection spell will impart the caster with a temporarily enhanced ability to avoid attacks.  Scholars of the Holy arts have surmised that the spell also instills a calm that may be a boon in any defensive battle.&lt;br /&gt;
|buffs=Defending skill, Evasion skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=&#039;&#039;Start/Refresh:&#039;&#039; A bright silver nimbus roars up around you as streaks of steel-blue light descend in a convex field.&amp;lt;br /&amp;gt;A sense of calm focus takes hold as the luminous pattern washes over you.  You feel slightly more able to avoid attacks with your energized joints.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;End:&#039;&#039; The field of silver-blue light dissipates from around you.  The sense of calm focus leaves you, and your joints feel strangely stiffer than before.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Sanyu_Lyba&amp;diff=491323</id>
		<title>Sanyu Lyba</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Sanyu_Lyba&amp;diff=491323"/>
		<updated>2018-09-23T04:14:21Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sl&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=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=Circle 25, [[Minor Physical Protection]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=For thousands of years, priests of different stripes have been summoning entities from the Starry Road, where existence is defined by spirit and consciousness.  In the cycle of spiritual matter, constantly replenished from mortal souls and the gods themselves, there are willful beings capable of manifesting in our plane.  Whether by divine authority or whatever afterlife motives they might have, the spirits answer Holy magic and come to our aid.  In particular, those of the &#039;genus&#039; called by the Sanyu Lyba spell have an affinity for magical guardianship, besetting any spellcaster who would imperil their ward.&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=Reactive and non-protective anti-magic defense.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You open your arms in a hieratic gesture of summoning.&amp;lt;br /&amp;gt;&lt;br /&gt;
A sheet of lustrous silver liquid snaps into being vertically in front of you, its pristine surface animated with placid ripples and bubbles.  You take a single step through it, guiding the beckoned entity beyond the planar boundary with you.  As the silvery sheet is dragged along with the incomer, it wraps and defines the vaguely humanoid form of a shadowy watchsoul.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A craven house spirit near you glides over to a yellow-bristled gremlin, glowing brighter and brighter!&lt;br /&gt;
The a craven house spirit reaches out to lay a pair of immaterial fingers on a yellow-bristled gremlin&#039;s eyes, and a searing light gushes forth.  When the flash is gone, so is the specter.&lt;br /&gt;
&lt;br /&gt;
The watchsoul discovers SoandSo, ruining her hiding place!&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
* This spell summons a spirit creature that will react to a spell cast at the cleric by afflicting its caster with a [[Huldah&#039;s Pall]] equivalent afterwards (preventing further spellcasting by the caster). It doesn&#039;t act as a barrier and cannot react too often.&lt;br /&gt;
* Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
* Can be infused, causing the spirit creature to leave it&#039;s host, allowing spellcasting from that host or to seek a new target.&lt;br /&gt;
* Similar to shadowlings, these creatures change type/prefix based on your character name. (Blind, Solemn, etc). This is purely a fluff effect, and has no bearing on it&#039;s effectiveness.&lt;br /&gt;
* Interestingly enough, your Sanyu Lyba spirit will automatically point and detect hidden targets in the room for you, based on your perception.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Protection_from_Evil&amp;diff=491322</id>
		<title>Protection from Evil</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Protection_from_Evil&amp;diff=491322"/>
		<updated>2018-09-23T04:13:33Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=pfe&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=[[Minor Physical Protection]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Protection from Evil spell defends the faithful against the unholy touch of the Undead.  It will also attempt to repel Necromancy, as well as any magic employed by otherwise cursed or Undead beings.&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=Flat damage reduction and potency barrier against undead.&lt;br /&gt;
|messaging=&#039;&#039;Start/Refresh:&#039;&#039; You are bathed in a soft white glow for a moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;End:&#039;&#039; The soft white glow fades from around you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb&lt;br /&gt;
*The effects from this spell and [[Minor Physical Protection]] stack, and provide additional flavor text.&lt;br /&gt;
*Will prevent a player from being grabbed by a [[giant skeletal claw]] in [[Zaulfung]]&lt;br /&gt;
*Will prevent a player from being hit by [[Damage#Disease|fleshrot]] from [[greater shadow hound]]s in the [[RanikMap31a|Zaulfung swamp]]&lt;br /&gt;
**Note there is also a [[devotion]] check for this protection&lt;br /&gt;
*Will prevent a player from being struck by a [[Maelshyvean Cinder Beast]]&#039;s explosion special attack, upon their death.&lt;br /&gt;
*Aids in the contest against Huldah&#039;s Pall if cast by an evil being, I.E. [[Sinister Maelshyvean hierophant]]&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rejuvenation&amp;diff=491321</id>
		<title>Rejuvenation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rejuvenation&amp;diff=491321"/>
		<updated>2018-09-23T04:13:04Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=rejuv&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Centering]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Rejuvenation spell reverses the decline of a dead person&#039;s memories, so that when they are resurrected by the will of the gods or the intervention of a Cleric, they lose less, possibly even none, of their skills.&lt;br /&gt;
&lt;br /&gt;
It has been documented that diffuse energy burned in the process of erecting the spell pattern will manifest as a coloured light that will give some indication of how far the target&#039;s memories have declined.  The silver nimbus in particular is of great importance, as it testifies to the full rejuvenation of a mind --  until it fades, that is.  Multiple applications of the spell pattern once the silver nimbus has been achieved are also quite beneficial, as they will prolong the time until the target&#039;s memories will begin to decline again.&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=Restores the lost experience due to death.&lt;br /&gt;
|messaging=You gesture at &amp;lt;corpse&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A thin (color; see below) nimbus surrounds &amp;lt;corpse&amp;gt; for a brief moment.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Only works while the target is still dead.&lt;br /&gt;
*Once completely restored (silver nimbus), memories will not decay for a time based on the amount of mana used. This decay protection can be refreshed by recasting before the decay sets in again.&lt;br /&gt;
*A cleric knowing the [[Infusion ability]] can {{com|INFUSE}} {{tt|MEMORY &amp;lt;AMOUNT OF SPIRIT&amp;gt;}} while dead to protect their own memories at the cost of spirit. This will result in a faster auto-depart, but if you are about to {{com|depart}} it will save your memories.&lt;br /&gt;
*Once a target has Vigil on him or her you can rejuve them from another room. Handy if they&#039;re getting healed in a bad mana room, you can move to a better room and rejuve them. (see talk page for example)&lt;br /&gt;
&lt;br /&gt;
==Memory status messaging==&lt;br /&gt;
From most severe to least:&lt;br /&gt;
* black&lt;br /&gt;
* blue&lt;br /&gt;
* violet&lt;br /&gt;
* red&lt;br /&gt;
* pink&lt;br /&gt;
* orange&lt;br /&gt;
* yellow&lt;br /&gt;
* golden&lt;br /&gt;
* silver&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Soul_Sickness&amp;diff=491320</id>
		<title>Soul Sickness</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Soul_Sickness&amp;diff=491320"/>
		<updated>2018-09-23T04:12:44Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=sick&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=33&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=-&lt;br /&gt;
|validtarget=PC, Creature&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Centering]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Soul Sickness is the most elementary spell available to aspiring spiritual warriors.  Rather than directly blast at the health of the soul, it creates a spiritual &#039;weight&#039; to crush down on the victim.&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=Immobilizes and forces kneeling.&lt;br /&gt;
|messaging=You gesture at a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
Slippery as an eel, a spiritual tendril creeps into its soul, engendering a powerful sense of indecisiveness.  The grass eel takes on an ill, brooding appearance.&amp;lt;br /&amp;gt;&lt;br /&gt;
It drops to its knees before you.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&lt;br /&gt;
&lt;br /&gt;
Backlash effect when cast on undead:&amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture at a goblin zombie.&amp;lt;br /&amp;gt;&lt;br /&gt;
With no living spirit to manipulate, the spell recoils upon you!&amp;lt;br /&amp;gt;&lt;br /&gt;
Your skin crawls at the clammy touch of your own magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 10 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
|offtype=spirit&lt;br /&gt;
|deftype=willpower&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=debilitation&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Does not function against undead.&lt;br /&gt;
**Instead, if cast on the undead, will inflict roundtime and a stun on you.&lt;br /&gt;
*If cast without a valid target it will instead turn on you, causing roundtime.&lt;br /&gt;
*The current theory holds that induced roundtime duration is based upon weight of success in the spirit vs willpower [[Contested abilities|stat contest]].&lt;br /&gt;
*Does not cause [[Empathic Shock]] when cast by an [[Empath]].&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bless&amp;diff=491319</id>
		<title>Bless</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bless&amp;diff=491319"/>
		<updated>2018-09-23T04:12:19Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Evocations&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Bless spell renders a profane object sacred.  It is used in the production of holy water and oil, and prepares weapons and shields for use against the Undead.  It may also be cast upon others, whom will gain the benefits of the blessing whether they are armed or not.&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=+damage to undead/cursed. Ability to hit incorporeal.&lt;br /&gt;
|messaging=&#039;&#039;&#039;LIGHT ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A pure golden glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEUTRAL ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A brilliant silver glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DARK ALIGNMENT:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
A deep indigo glow enwreathes your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On successful attacks against cursed or Undead enemies:&#039;&#039;&#039;&lt;br /&gt;
*The weapon flashes with a brilliant silver light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triggering [[Divine Radiance]]:&#039;&#039;&#039;&lt;br /&gt;
*The light about a Maelshyvean cinder beast blooms into a radiant flare!&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be used to turn {{ilink|i|water}} into {{sloot|i|holy water}} or {{ilink|i|oil}} into {{sloot|i|holy oil}}.&lt;br /&gt;
*:Syntax: {{com|CAST}} {{tt|WATER IN MY &amp;lt;vessel&amp;gt;}}&lt;br /&gt;
**Must be cast on the water/oil inside a vessel or container, and not on the container itself, in order to render the water sacred.&lt;br /&gt;
*Can be used to turn any wine into sacramental wine used for [[clerical rituals]].&lt;br /&gt;
*Self cast bless for blessed brawling is simply CAST without a modifier.&lt;br /&gt;
*Will give a weapon 400 strikes at maximum mana.&lt;br /&gt;
*Can be cast on another player. It will bless any weapon held by the person, or if they are not holding a weapon, it will bless them for brawling and extend the blessing to any weapon they hold for the duration of the spell.&lt;br /&gt;
**Casting on another player reduces the strikes by half (maximum 200 strikes), however, the Team Player [[magical feats|magical feat]] removes the penalty.&lt;br /&gt;
**40 roisaen capped cast on a person not holding a weapon.&lt;br /&gt;
*Having Bless active, and attacking a target inflicted with [[Divine Radiance] will trigger the latter&#039;s damage amplification effect, causing further potential damage.&lt;br /&gt;
** (The light about a Maelshyvean cinder beast blooms into a radiant flare!)&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Visage&amp;diff=491317</id>
		<title>Visage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Visage&amp;diff=491317"/>
		<updated>2018-09-23T04:11:41Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=mpp&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Holy Defense&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=Minor Physical Protection is the first in a suite of potent spells designed to preserve those who walk upon the path of the gods.  This introductory Warding spell will decrease the power of incoming strikes against the caster.&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=Percentage damage reduction.&lt;br /&gt;
|messaging=&#039;&#039;Casting/Refresh:&#039;&#039; You are bathed in a soft silver glow for a moment.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Ending:&#039;&#039; The soft silver glow fades from around you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel_Meraud_3.0|Osrel Meraud]] orb.&lt;br /&gt;
*Can be combined with the effects of [[Protection from Evil]], providing additional bonuses as well as flavor text.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Glythtide%27s_Gift&amp;diff=491316</id>
		<title>Glythtide&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Glythtide%27s_Gift&amp;diff=491316"/>
		<updated>2018-09-23T04:08:19Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=gg&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=Circle 10&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Glythtide&#039;s Gift spell provides refreshment for the parched, a bit of liquid courage to the cowardly, a drop of sunshine to warm chilly bones, a most efficacious draught to wet the whistles of Bards and Barbarians, chieftains and cutpurses, lords and layabouts, Gnomes and Gor&#039;Togs.&lt;br /&gt;
|buffs=Wisdom (stat)&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Creates a drink.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
You raise your hand in an imaginary toast to Glythtide.&amp;lt;br /&amp;gt;&lt;br /&gt;
As the spell dabs at the spirit realm, your mind falters into a fuzzy hallucination, everything plunging into darkness.  Your eyes slowly adjust, and you find yourself in a damp cavern.  Hundreds of eyes stare at you after a moment you can see that they belong to an immense number of frogs.  They start croaking and ribbiting at once, then one shiny white frog hops up to you.  When you pick it up, all the ribbeting goes silent and you feel wiser than before.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|Cast}} DRINK to accept Glythtide&#039;s Gift of liquid courage.&lt;br /&gt;
&lt;br /&gt;
==Drinks==&lt;br /&gt;
* {{sloot|i|applejack brandy}}&lt;br /&gt;
* {{sloot|i|black grog}}&lt;br /&gt;
* {{sloot|i|black road whiskey}}&lt;br /&gt;
* {{sloot|i|black tarr ale}}&lt;br /&gt;
* {{sloot|i|blackberry stout}}&lt;br /&gt;
* {{sloot|i|cinnamon-peach mead}}&lt;br /&gt;
* {{sloot|i|cutthroat lager}}&lt;br /&gt;
* {{sloot|i|dark rum}}&lt;br /&gt;
* {{sloot|i|darkstone whiskey}}&lt;br /&gt;
* {{sloot|i|Flaming glogg}}&lt;br /&gt;
* {{sloot|i|glowing Elothean windhaze}}&lt;br /&gt;
* {{sloot|i|Glythtide&#039;s favor}}&lt;br /&gt;
* {{sloot|i|Golden Ale}}&lt;br /&gt;
* {{sloot|i|Granny&#039;s 3 whiskey|Granny&#039;s #3 whiskey}}&lt;br /&gt;
* {{sloot|i|Grek&#039;s ale}}&lt;br /&gt;
* {{sloot|i|Hangman&#039;s Noose}}&lt;br /&gt;
* {{sloot|i|Helmsman&#039;s Ruin}}&lt;br /&gt;
* {{sloot|i|Ishra&#039;s Pale}}&lt;br /&gt;
* {{sloot|i|pale ale}}&lt;br /&gt;
* {{sloot|i|Shorka&#039;s Venom (1)|Shorka&#039;s Venom}}&lt;br /&gt;
* {{sloot|i|Starry Road sherry}}&lt;br /&gt;
* {{sloot|i|warm Elothean rice wine}}&lt;br /&gt;
* {{sloot|i|Zombie&#039;s Revenge}}&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Centering&amp;diff=491315</id>
		<title>Centering</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Centering&amp;diff=491315"/>
		<updated>2018-09-23T04:07:44Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|desc=The Centering spell channels one&#039;s steadiness of faith and spirit into a force which aids the body when it falters.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=Balance heal&lt;br /&gt;
|messaging=&#039;&#039;&#039;Cast:&#039;&#039;&#039;&lt;br /&gt;
You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
The ceaseless ebb and flow of your spirit palpably quiets, granting you an enhanced grounding in your body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse Messaging:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
You regain your balance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The sense of spiritual centering leaves you.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into an [[Osrel Meraud]] orb.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Revelation&amp;diff=491314</id>
		<title>Revelation</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Revelation&amp;diff=491314"/>
		<updated>2018-09-23T04:06:53Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=rev&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=25&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=Circle 30, and [[Auspice]] or [[Divine Radiance]]&lt;br /&gt;
|slot=3&lt;br /&gt;
|pulse=10&lt;br /&gt;
|desc=The Revelation spell attempts to root out hidden pockets of spiritual energy, which usually indicate the presence of an unseen person.  While the auras that Revelation reveals are dispersed and nebulous, a perceptive mage may be able to track them down to their physical sources.  Even outside the main function of the pattern, the caster may notice an increase to their perceptual ability due to the heightened spiritual awareness.&lt;br /&gt;
|buffs=Perception skill&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=Pulses to do a magical search that reveals names and allows you to POINT if you find their source.&lt;br /&gt;
|messaging=You gesture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Wisps of pale grey light begin to coalesce as you attempt to intertwine your senses with the spiritual plane.&amp;lt;br/&amp;gt;&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pulse:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The pale red aura of Darkai&#039;s spirit ebbs into your field of vision.&amp;lt;br/&amp;gt;&lt;br /&gt;
You are unable to pin down the aura&#039;s physical location.&amp;lt;br/&amp;gt;&lt;br /&gt;
The dim orange aura of Kalysta&#039;s spirit ebbs into your field of vision.&amp;lt;br/&amp;gt;&lt;br /&gt;
You quickly pinpoint the aura&#039;s source.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation, utility&lt;br /&gt;
|ctype=cyclic&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Auspice&amp;diff=491313</id>
		<title>Auspice</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Auspice&amp;diff=491313"/>
		<updated>2018-09-23T04:06:15Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=-&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Spirit Manipulation&lt;br /&gt;
|prereqs=[[Centering]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=Auspice is considered by many the sister-spell of Vigil.  It will form a conduit of magical essence between yourself and the spiritual plane -- commonly referred to as the [[Starry Road (plane)|Starry Road]] -- to bolster your spirit&#039;s strength and the rate at which it recovers from harm.&lt;br /&gt;
|buffs=Charisma (stat), Spirit health, Spirit health regeneration&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|messaging=You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
A shaft of brilliant white light descends from the heavens, bathing you in its radiance.&amp;lt;br /&amp;gt;&lt;br /&gt;
Your spirit sings with a sudden added vigor.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=augmentation&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*Can be placed into the [[Osrel Meraud]] orb.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491312</id>
		<title>Fire of Ushnish</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491312"/>
		<updated>2018-09-23T04:05:22Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=fou&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=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|magic=Holy magic&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=Circle 40, a quest, and [[Fists of Faenella]] or [[Horn of the Unicorn]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=An infernal cataclysm spun into magic, this spell wrings the fires of the World Dragon from its very throat!  From the bowels of Elanthia&#039;s core, Ushnish&#039;s ire will spew forth -- but it will be up to your skill to converge its flows upon enemies.  Beware, for calling out His name in invocation is seldom without peril.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Fire damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=AoE with a second, half-power attack.&lt;br /&gt;
|messaging=You strike your heel against the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fiery white magma bubbles up from the dirt underfoot!&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The stream of liquid white fire washes over a grass eel&#039;s slender body, badly charring it.&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel is dealt a vicious stun!&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a goblin shaman&#039;s abdomen as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing stick shatters into a million glittering splinters.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel shudders, then goes limp.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boiling tongues of magma race wrathfully in another path.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel thrashes about wildly for a few seconds, then lies still.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
The trickles of white magma cool, forming ashy cinders which quickly disperse.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=quest&lt;br /&gt;
|type=targeted, pulse damage, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*See [[Target_command#Usage|{{tt|target}}]] for targeting options.&lt;br /&gt;
*If successful, may pull (Melee, Pole?) targets from hiding, even if it deals no damage.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491311</id>
		<title>Fire of Ushnish</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491311"/>
		<updated>2018-09-23T04:04:42Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=fou&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=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=Circle 40, a quest, and [[Fists of Faenella]] or [[Horn of the Unicorn]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=An infernal cataclysm spun into magic, this spell wrings the fires of the World Dragon from its very throat!  From the bowels of Elanthia&#039;s core, Ushnish&#039;s ire will spew forth -- but it will be up to your skill to converge its flows upon enemies.  Beware, for calling out His name in invocation is seldom without peril.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Fire damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=AoE with a second, half-power attack.&lt;br /&gt;
|messaging=You strike your heel against the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fiery white magma bubbles up from the dirt underfoot!&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The stream of liquid white fire washes over a grass eel&#039;s slender body, badly charring it.&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel is dealt a vicious stun!&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a goblin shaman&#039;s abdomen as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing stick shatters into a million glittering splinters.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel shudders, then goes limp.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boiling tongues of magma race wrathfully in another path.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel thrashes about wildly for a few seconds, then lies still.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
The trickles of white magma cool, forming ashy cinders which quickly disperse.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=quest&lt;br /&gt;
|type=targeted, pulse damage, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*See [[Target_command#Usage|{{tt|target}}]] for targeting options.&lt;br /&gt;
*If successful, may pull (Melee, Pole?) targets from hiding, even if it deals no damage.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491310</id>
		<title>Fire of Ushnish</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fire_of_Ushnish&amp;diff=491310"/>
		<updated>2018-09-23T04:04:21Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=fou&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=Area&lt;br /&gt;
|guild=Cleric&lt;br /&gt;
|spellbook=Divine Intervention&lt;br /&gt;
|prereqs=Circle 40, a quest, and [[Fists of Faenella]] or [[Horn of the Unicorn]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=An infernal cataclysm spun into magic, this spell wrings the fires of the World Dragon from its very throat!  From the bowels of Elanthia&#039;s core, Ushnish&#039;s ire will spew forth -- but it will be up to your skill to converge its flows upon enemies.  Beware, for calling out His name in invocation is seldom without peril.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=Fire damage, Electrical damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|effect=AoE with a second, half-power attack.&lt;br /&gt;
|messaging=You strike your heel against the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fiery white magma bubbles up from the dirt underfoot!&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
The stream of liquid white fire washes over a grass eel&#039;s slender body, badly charring it.&amp;lt;br /&amp;gt;&lt;br /&gt;
The grass eel is dealt a vicious stun!&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a goblin shaman&#039;s abdomen as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A goblin shaman sinks to the ground in a rustle of cloth and covers its face with the hood of its cloak.  Slowly the movements of the cloaked creature stop.&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing stick shatters into a million glittering splinters.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a goblin shaman.&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel shudders, then goes limp.&amp;lt;br /&amp;gt;&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boiling tongues of magma race wrathfully in another path.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel&#039;s ethereal shield crackles with energy!&amp;lt;br /&amp;gt;&lt;br /&gt;
Blackened embers and flakes of ash swirl away from a grass eel&#039;s slender body as it is incinerated by the white lava, leaving behind naught but a smoking ruin.&amp;lt;br /&amp;gt;&lt;br /&gt;
A grass eel thrashes about wildly for a few seconds, then lies still.&amp;lt;br /&amp;gt;&lt;br /&gt;
The shimmering ethereal shield fades from around a grass eel.&amp;lt;br /&amp;gt;&lt;br /&gt;
The trickles of white magma cool, forming ashy cinders which quickly disperse.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=advanced&lt;br /&gt;
|source=quest&lt;br /&gt;
|type=targeted, pulse damage, area of effect&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
*See [[Target_command#Usage|{{tt|target}}]] for targeting options.&lt;br /&gt;
*If successful, may pull targets from hiding, even if it deals no damage.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bluff&amp;diff=490477</id>
		<title>Bluff</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bluff&amp;diff=490477"/>
		<updated>2018-09-02T15:18:42Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Contested stats missing}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
Bluffing is an [[page type is::ability]] exclusively available to [[guild association is::Bard]]s. Bluff uses the Bard&#039;s [[Charisma]] stat in most contests and also drains the [[Bardic Mojo]] pool.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
Hah!  As a Bard, you can BLUFF like so...&lt;br /&gt;
&lt;br /&gt;
  BLUFF &amp;lt;player|item|critter&amp;gt;&lt;br /&gt;
  BLUFF &amp;lt;player|critter&amp;gt; &amp;lt;option&amp;gt;&lt;br /&gt;
        Options:  emperor, sister, lanival, baron, merchant, sidhlot,&lt;br /&gt;
                  priest, swallow, glythtide, penguin&lt;br /&gt;
  BLUFF &amp;lt;self&amp;gt;&lt;br /&gt;
  BLUFF DODGE to dodge in combat.&lt;br /&gt;
  BLUFF DISTRACT to gain a better chance at hiding.&lt;br /&gt;
  BLUFF AMAZE to put on a charismatic show.&lt;br /&gt;
  BLUFF DEAD to play dead.  *** Be warned, this could get you killed! ***&lt;br /&gt;
&lt;br /&gt;
==Dodge==&lt;br /&gt;
This will attempt to lower an attacker&#039;s confidence, making them less able to land a strike against the Bard for a short period of time.  It&#039;s a percentage skill debuff on all enemies that fail the contest ([[Musical Theory]] &amp;amp; [[stats]] for the Bard and an unknown skill &amp;amp; stats for the defender).  The better the Bard wins the contest the greater the debuff and the longer the duration.&lt;br /&gt;
&lt;br /&gt;
==Distract==&lt;br /&gt;
Distract gives the Bard a one-time bonus to hiding by diverting the attentions of those around him. Acts as if the [[Hiding skill|HIDE]] verb had been used.&lt;br /&gt;
&lt;br /&gt;
==Amaze==&lt;br /&gt;
Bard puts on a charismatic display, providing a temporary %15 bonus to their [[Charisma]] stat while also providing a %15 debuff to their [[Discipline]] stat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sample Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gathering the attention of everyone nearby, you begin to weave a story so highly improbable that it should cause your audience to burst into laughter.  Instead, utilizing your Bardic flair and zest, your charismatic performance is such that it has everyone believing your tales of great exploits and legendary adventures (all with you as the hero, of course).  You imagine that after such a breathtaking display, the adoring crowds should be much more vulnerable to your persuasive charm now.&lt;br /&gt;
&lt;br /&gt;
==Dead==&lt;br /&gt;
Using their flair for the dramatic, the Bard attempts to convince those around him that he has been slain. Will produce messaging as if the Bard had been struck down to all those foolish enough to fall for the ruse.&lt;br /&gt;
&lt;br /&gt;
In combat, critters will disengage and move on as if the Bard was actually dead. A failed attempt will leave you lying on the ground with RT, so caution is advised when using this ability.&lt;br /&gt;
*Has a 15 minute reuse timer.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|Bard abilities}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Combat&amp;diff=490469</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Combat&amp;diff=490469"/>
		<updated>2018-09-01T23:26:33Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: /* Offensive Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{UpdateDR3|Needs massive updating}}&lt;br /&gt;
{{Incomplete|needs massive work}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Although not the primary focus of [[DragonRealms]] as some may argue, &#039;&#039;&#039;combat&#039;&#039;&#039; is for many guilds and players an integral part of experiencing DragonRealms.  DragonRealms has a wonderfully intricate and diverse combat system.  Given the sheer amount of information needed to truly succeed in combat, however, many players new to combat (or the game) are initially overwhelmed.  The purpose of this page is to serve as a guide for combat at all skill levels.&lt;br /&gt;
&lt;br /&gt;
Note that this guide will deal primarily with standard critter-hunting.  For tips on Player versus Player (PvP) combat, refer to individual guild pages.  A PvP guide may be forthcoming at some point.&lt;br /&gt;
&lt;br /&gt;
==Beginner&#039;s Guide==&lt;br /&gt;
&lt;br /&gt;
Welcome to combat!  Combat in DragonRealms is fun and challenging; however, I remember as a young player how overwhelming combat could be at first.  This guide is meant to help players completely new to combat, whether they be a transcendent Moon Mage or a Commoner fresh out of character generation.  Let&#039;s start from the very beginning, which is...&lt;br /&gt;
&lt;br /&gt;
===Equipment You Will Need===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A weapon&#039;&#039;&#039;: There is little substitute for a good weapon at your side.  Magic is amazingly versatile but has definite limitations; a weapon in your hand will be equally deadly no matter how poor the mana in the room is.  The great thing about DragonRealms is that the experience system allows one to do almost anything they want; as a result, nothing on this list is absolutely necessary.  Non-combatants wishing to learn only Parry and not a weapon class itself can substitute parry sticks for weapons.  A break-down of all weapon classes, with positives and negatives, will follow shortly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A shield&#039;&#039;&#039;: Many characters choose to train with a [[Shield skill|shield]] in addition to [[Parry Ability skill|parry]] and [[Evasion skill|evasion]]. Shields add to a character&#039;s [[hinderance]], but tend to be more reliable than other defenses when the character is [[stun|stunned]], prone, or otherwise compromised. Shields may be held in the left hand or worn on the arm. Armworn shields offer a greater hinderance penalty and do not protect as well, but leave the character&#039;s off hand free to hold other objects. Most guilds are limited in what shields may be worn on the arm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Some armor&#039;&#039;&#039;: Armor hinders your [[stealth]], [[evasion skill]], and several other skills, but is vital for protecting a character at any level. Attacks made on body parts (specifically the hands and eyes) which are unarmored have a much higher chance of stunning a character. Armor also offers an absorptive and an ablative effect, either outright deflecting blows or cushioning some of the damage.&lt;br /&gt;
&lt;br /&gt;
For more on how to evaluate weapons and armors see [[Appraisal_skill#Appraisal_For_Beginners|Appraisal For Beginners]].&lt;br /&gt;
&lt;br /&gt;
===Combat Ranges===&lt;br /&gt;
All combat is divided into three different ranges: missile, pole, and melee.  To demonstrate these three, let&#039;s take a look at our first opponent, who has just entered the area:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A ship rat just arrived.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
We now have our target!  Harmless though he may seem, he can be deceptively deadly if you go in swinging with a terrible set-up.  Now, in order to engage in pole or melee combat, one of the opponents (you or the rat) must {{com|ADVANCE}} &amp;lt;target&amp;gt;.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat begins to advance on you!&lt;br /&gt;
The ship rat is still a distance away from you and is closing steadily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this case, it has begun advancing you. Over time, it will begin to get closer. The range a creature begins at depends on the environment. If outside, the target will begin at Missile range, in which only bows, crossbows, slings, or thrown weapons can be used.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to pole weapon range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If combat is inside, such as a building or a cave, targets begin at pole range. At this range, in addition to ranged weapons, long pole range weapons such as halberds or longer spears can also be employed.&lt;br /&gt;
&lt;br /&gt;
Unless the {{com|retreat}} command is used to halt advancing, any melee attack at this point will trigger a charge to melee range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The ship rat closes to melee range on you!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The final range is melee range, in which any weapon can be used.&lt;br /&gt;
&lt;br /&gt;
===Range Management and Disengaging===&lt;br /&gt;
There are four commands used to affect range. As previously mentioned, {{com|advance}} attempts to close the distance between yourself and a target. &lt;br /&gt;
&lt;br /&gt;
The {{com|retreat}} command will either stop advancing or attempt to move back one combat range. Success depends a great deal on hindrance and encumbrance as well as the agility and reflex stats. Each time an attempt is made to retreat within a short period of time, an additional attack penalty is added. This is to prevent endless attacks on a person who is attempting to close to melee. Eventually the penalties will become so severe that landing a hit is impossible. &lt;br /&gt;
&lt;br /&gt;
{{com|hangback}} is an automated command that will attempt to counter any advance with a retreat, preventing change in distance.&lt;br /&gt;
&lt;br /&gt;
Lastly, {{com|flee}} attempts to completely disengage from combat, and if a direction is specified, leave that direction. Be warned, it is not an instantaneous command, and during the period between activating and actually fleeing, defenses are reduced. Flee is automatic, unless a stun is received during the attempt.&lt;br /&gt;
&lt;br /&gt;
You can use the {{com|assess}} command at any time to see the combat ranges of any creatures present, as well as which one you are facing. &#039;&#039;&#039;In order to leave a room it is necessary to have no creatures at melee or pole range.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 You assess your combat situation...&lt;br /&gt;
&lt;br /&gt;
You (solidly balanced) are facing a ship rat (1) at melee range.&lt;br /&gt;
A ship rat (1: very badly balanced) is flanking you at melee range.&lt;br /&gt;
A ship rat (2: solidly balanced) is facing you at melee range.&lt;br /&gt;
A ship rat (3: off balance) is flanking you at melee range.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attack!===&lt;br /&gt;
Once you have your creature, such as a rat, at a range suitable for your weapon you can simply use the {{com|ATTACK}} command to try to attack it. {{com|Attack}} is a simplistic combat command that uses a balance-neutral combat combo based on the weapon being used. Once you are feeling more comfortable in combat, it is recommended you learn more about the different types of combat attacks called [[Combat#Maneuver Chart|maneuvers]].&lt;br /&gt;
&lt;br /&gt;
===Offensive Skills===&lt;br /&gt;
*[[Weapon Skillset|Weapon skills]] (examples being small edged, longbow, two-handed blunt, etc.) represent skill at attacking opponents with any chosen weapon category.&lt;br /&gt;
*[[Brawling skill|Brawling]] represents skill attacking an opponent with the intent to damage while unarmed.  &amp;lt;s&amp;gt;Brawling is a very versatile weapon class, and is even useful to empaths, as brawling can be learned without damaging an opponent via the commands {{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}}.&amp;lt;/s&amp;gt; [{{tt|CIRCLE}}, {{tt|BOB}}, and {{tt|WEAVE}} now train Tactics instead.]&lt;br /&gt;
*[[Offhand Weapon skill]] represents the ability to accurately hit and do damage with a weapon in the left hand, or via dual wielding. This only applies to melee and thrown weapons.&lt;br /&gt;
*{{skill|Tactics}} covers the use of non-damaging unarmed attacks and brawling-like defensive maneuvers. Can be learned with {{tt|CIRCLE}}, {{tt|BOB}}, {{tt|WEAVE}}, and {{tt|ANALYZE}} (critter name).&lt;br /&gt;
*[[Targeted Magic skill|Targeted Magic]] represents the ability to better aim direct damage spells.&lt;br /&gt;
*[[Debilitation skill]] covers the magic that impedes, but does not directly damage.&lt;br /&gt;
&lt;br /&gt;
===Defensive Skills===&lt;br /&gt;
*{{skill|Evasion}} represents your ability to twist out of the way of blows.  Usually mandatory for anyone interested in combat, as it is weakens your foe&#039;s attack power more per rank than the other two defense.&lt;br /&gt;
*{{skill|Shield Usage}} represents your ability to block oncoming attacks with your shield.  Highly recommended for everyone, and almost mandatory for those wishing to engage in scenarios like PvP, invasions, etc.&lt;br /&gt;
*{{skill|Parry Ability}} represents your ability to block oncoming attacks by deflecting them with your weapon.  As per GM [[Ssra]], parry is (supposedly) the most powerful defense at melee, so anyone planning to wade through a sea of foes should consider training this skill.&lt;br /&gt;
*Armor skills ({{skill|Light Armor}}, {{skill|Chain Armor}}, {{skill|Brigandine Armor}}, {{skill|Plate Armor}}) represent your ability to maneuver and hide in the respective armor category.  Eventually your skill in an armor will also contribute to the protection your armor provides you.&lt;br /&gt;
*{{skill|Perception}} represents your ability to spot hidden targets, particularly those trying to attack you from hiding.  Mandatory for anyone interested in PvP or fighting foes that like to hide.  Recommended for anyone, though, as it is a great defense against theft.&lt;br /&gt;
*{{skill|Defending}} represents your ability to handle many foes at once, as well as any defensive measures that are not covered by evasion, parry, or shield.&lt;br /&gt;
&lt;br /&gt;
===Stealth Skills===&lt;br /&gt;
&lt;br /&gt;
*{{skill|Stealth}} represents your ability to perform stealth actions, and to evade detection.&lt;br /&gt;
*{{skill|Backstab}} (Thief only) represents ability to attack a target with a light or medium weapon from hiding. The basic backstab can be initiated via the {{tt|BACKSTAB}} command and ignores shield and parry. Ambushes also utilize this skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
You&#039;ll notice information in brackets below each attack you or an opponent makes.  This information is a summary of how the attack affected your character.  We&#039;ll go over each message in detail.&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Vitality&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| &amp;gt;100% || invigorated&lt;br /&gt;
|-&lt;br /&gt;
| 100% || none&lt;br /&gt;
|-&lt;br /&gt;
| 99%-90% || bruised&lt;br /&gt;
|-&lt;br /&gt;
| 89%-80% || hurt&lt;br /&gt;
|-&lt;br /&gt;
| 79%-70% || battered&lt;br /&gt;
|-&lt;br /&gt;
| 69%-60% || beat up&lt;br /&gt;
|-&lt;br /&gt;
| 59%-50% || very beat up&lt;br /&gt;
|-&lt;br /&gt;
| 49%-40% || badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 39%-30% || very badly hurt&lt;br /&gt;
|-&lt;br /&gt;
| 29%-20% || smashed up&lt;br /&gt;
|-&lt;br /&gt;
| 10%-9% || terribly wounded&lt;br /&gt;
|-&lt;br /&gt;
| 9%-1% || near death&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;1% || in death&#039;s grasp&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&#039;&#039;&#039;Spirit&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| mighty&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;no message&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| shaky&lt;br /&gt;
|-&lt;br /&gt;
| very shaky&lt;br /&gt;
|-&lt;br /&gt;
| weak&lt;br /&gt;
|-&lt;br /&gt;
| very weak&lt;br /&gt;
|-&lt;br /&gt;
| drained&lt;br /&gt;
|-&lt;br /&gt;
| very drained&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
|-&lt;br /&gt;
| very cold&lt;br /&gt;
|-&lt;br /&gt;
| empty&lt;br /&gt;
|-&lt;br /&gt;
| desolate&lt;br /&gt;
|-&lt;br /&gt;
| nonexistant&lt;br /&gt;
|}&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;| &#039;&#039;&#039;Fatigue&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
|&amp;gt;100% || energetic&lt;br /&gt;
|-&lt;br /&gt;
|100%-90% || &#039;&#039;&#039;no message&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|89%-80% || winded&lt;br /&gt;
|-&lt;br /&gt;
|79%-60% || tired&lt;br /&gt;
|-&lt;br /&gt;
|59%-40% || fatigued&lt;br /&gt;
|-&lt;br /&gt;
|39%-30% || worn-out&lt;br /&gt;
|-&lt;br /&gt;
|29%-20% || beat&lt;br /&gt;
|-&lt;br /&gt;
|19%-10% || exhausted&lt;br /&gt;
|-&lt;br /&gt;
|9%-~&amp;lt;1% || bone-tired&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Vitality===&lt;br /&gt;
Vitality is a verbal representation of your hit points.  Each attack that damages you reduces the number of hit points you have by a certain percentage.&lt;br /&gt;
&lt;br /&gt;
===Spirit===&lt;br /&gt;
When you are brought back to life (either via departing or [[Resurrection]]) it takes a little while to regain your full spirit health.  Spirit health affects the time before you depart.  Some [[Cleric]] spells cause the caster to lose ([[Aesrela Everild]]) or gain spirit ([[Vigil]]).  There are also plans for Spell vs. Spirit [[Contested Spells|contested spells]].&lt;br /&gt;
&lt;br /&gt;
===Fatigue===&lt;br /&gt;
You lose some fatigue with each attack you make.  If you are using a weapon that is suited for your character&#039;s stats the loss will be regained before you even notice it, but you can lose noticeable amounts of fatigue from either using a weapon too heavy for your character or swinging a light one too often.&lt;br /&gt;
&lt;br /&gt;
Fatigue cost is determined base on weapon weight, maneuver used, and the user&#039;s strength and stamina.&lt;br /&gt;
{{-}}&lt;br /&gt;
===Balance and Position===&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Balance&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| incredibly balanced&lt;br /&gt;
|-&lt;br /&gt;
|adeptly balanced&lt;br /&gt;
|-&lt;br /&gt;
|nimbly balanced&lt;br /&gt;
|-&lt;br /&gt;
|solidly balanced&lt;br /&gt;
|-&lt;br /&gt;
|slightly off balance&lt;br /&gt;
|-&lt;br /&gt;
|off balance&lt;br /&gt;
|-&lt;br /&gt;
|somewhat off balance&lt;br /&gt;
|-&lt;br /&gt;
|badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|very badly balanced&lt;br /&gt;
|-&lt;br /&gt;
|extremely imbalanced&lt;br /&gt;
|-&lt;br /&gt;
|hopelessly unbalanced&lt;br /&gt;
|-&lt;br /&gt;
|completely imbalanced&lt;br /&gt;
|}&lt;br /&gt;
| &#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
| overwhelming&lt;br /&gt;
|-&lt;br /&gt;
| in dominating position &lt;br /&gt;
|-&lt;br /&gt;
| in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| in superior position &lt;br /&gt;
|-&lt;br /&gt;
| in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| in strong position &lt;br /&gt;
|-&lt;br /&gt;
| in good position &lt;br /&gt;
|-&lt;br /&gt;
| in better position &lt;br /&gt;
|-&lt;br /&gt;
| have slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| no advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent has slight advantage &lt;br /&gt;
|-&lt;br /&gt;
| opponent in better position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in good position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in very strong position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in superior position &lt;br /&gt;
|-&lt;br /&gt;
| opponent in excellent position &lt;br /&gt;
|-&lt;br /&gt;
| opponent dominating &lt;br /&gt;
|-&lt;br /&gt;
| opponent overwhelming you&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are several levels of balance and position.  The base is &amp;lt;solidly balanced&amp;gt; with &amp;lt;no advantage&amp;gt;.  You can either gain or lose balance depending on the types of attack you choose; some are balance positive, some are balance negative, and some are balance neutral. Stuns cause balance loss, which in turn reduces your effective defense. A stun will automatically drop your balance to very badly, with more severe stuns dropping your balance further down the scale as the stun continues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Position&#039;&#039;&#039; is the relation between your opponent&#039;s balance and your own.&lt;br /&gt;
&lt;br /&gt;
The higher the balance and the position, the larger bonus there is to both offense and defense.&lt;br /&gt;
====Abilities that boost balance====&lt;br /&gt;
{{#ask:[[Boosts::Balance regeneration]]&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;
====Abilities that decrease balance====&lt;br /&gt;
{{#ask:[[Debuffs::Balance regeneration]]&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;
==Maneuver Chart==&lt;br /&gt;
KEY:&lt;br /&gt;
:&#039;&#039;&#039;+&#039;&#039;&#039;: good for this&lt;br /&gt;
:&#039;&#039;&#039;=&#039;&#039;&#039;: won&#039;t help, won&#039;t hurt&lt;br /&gt;
:&#039;&#039;&#039;-&#039;&#039;&#039;: bad for this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; {{com|attack}} will perform a randomized maneuver that is appropriate to the given situation.&lt;br /&gt;
&lt;br /&gt;
===Weapon===&lt;br /&gt;
The below listed combat maneuvers work with any held weapon, but some are better for certain types of damage. Once you know what type of damage your weapon of choice causes, it&#039;s a good idea to have an understanding of what attacks best suit your weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
*For puncture type damage, use maneuvers like {{com|jab}}, {{com|thrust}}, and {{com|lunge}}.&lt;br /&gt;
*For slice type damage, use maneuvers like {{com|feint}}, {{com|slice}}, and {{com|chop}}.&lt;br /&gt;
*For impact type damage, use maneuvers like {{com|jab}}/{{com|feint}}, {{com|swing}}, {{com|slam}}, and {{com|bash}}.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bash	||-||-||-||+||-||=||+||=||-||+&lt;br /&gt;
|-&lt;br /&gt;
|chop	||=||=||-||+||-||+||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|draw	||-||+||=||+||-||+||-||+||-||=&lt;br /&gt;
|-&lt;br /&gt;
|feint	||-||+||+||-||=||=||=||-||+||=&lt;br /&gt;
|-&lt;br /&gt;
|jab	||-||+||+||-||=||=||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|lunge	||-||-||-||+||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|pummel	||-||=||+||-||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|slam	||=||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|slice	||-||=||+||=||-||+||=||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|smite*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|sweep	||-||-||-||-||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|swing	||-||+||+||=||-||=||+||+||-||+&lt;br /&gt;
|-&lt;br /&gt;
|throw*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|thrust	||-||=||+||=||+||-||=||-||+||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Brawling===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|bite ||-||-||+||=||+||=||-||-||+||+&lt;br /&gt;
|-&lt;br /&gt;
|butt ||-||-||+||+||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|choke* || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|claw ||-||=||+||=||=||+||-||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|elbow ||-||=||+||=||=||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|gouge ||-||=||+||=||-||+||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|grab / grapple ||-||-||+||+||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|kick ||-||-||+||=||=||-||+||=||=||-&lt;br /&gt;
|-&lt;br /&gt;
|knee ||-||-||+||=||=||-||+||-||=||+&lt;br /&gt;
|-&lt;br /&gt;
|punch ||-||=||+||=||=||-||+||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|shove ||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|slap ||-||+||+||-||-||-||+||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle ||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!move   ||fatigue||balance||speed||accurate||puncture||slice||impact||evasion||parry||shield&lt;br /&gt;
|-&lt;br /&gt;
|block	||+||=||+||x||x||x||x||-||-||+&lt;br /&gt;
|-&lt;br /&gt;
|bob	||+||+||=||=||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|circle	||-||=||+||=||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|dodge	||+||=||+||x||x||x||x||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|flee*	|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|parry	||+||=||+||x||x||x||x||-||+||-&lt;br /&gt;
|-&lt;br /&gt;
|retreat*|| || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|shove	||-||-||+||+||=||=||=||+||-||-&lt;br /&gt;
|-&lt;br /&gt;
|tackle	||+||=||+||-||=||=||=||=||=||=&lt;br /&gt;
|-&lt;br /&gt;
|weave	||-||-||+||=||=||=||=||+||-||-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Currently unable to view stats for moves&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
The following is a theoretical process for how attacks calculated.&lt;br /&gt;
&lt;br /&gt;
===To hit===&lt;br /&gt;
* Based on skill and a random number, an Offensive Force/Factor (OF) is generated. &lt;br /&gt;
* This number is bonused by the user&#039;s {{stat|Agility}} as modified by the weapon&#039;s balance.&lt;br /&gt;
* The number is compared to the effective score of the defender&#039;s combined Evasion, Parry, and Shield. From this a chance of hitting is determined. At exactly equal OF and defense, the chance to hit is 66%.&lt;br /&gt;
* There is always a chance to both hit or miss, regardless of the numbers.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
* If a hit is achieved, then damage is calculated. It begins with the base physical damage from the weapon, modified by the type of attack used.&lt;br /&gt;
* Each type of attack will use a different percentage of the weapons piercing, slicing and impact damage.&lt;br /&gt;
* Damage is added based on the user&#039;s strength, modified by the weapon&#039;s suitability.&lt;br /&gt;
* The damage is then reduced by the target&#039;s armor modified by the skill of the user in that armor.&lt;br /&gt;
* Damage is modified by the degree to which the amount that to hit exceeded the minimal number, increasing it up to double the base damage.&lt;br /&gt;
* Lastly, the specific body part damage is capped based on the target&#039;s remaining vitality left.&lt;br /&gt;
&lt;br /&gt;
====Damage Values====&lt;br /&gt;
This information has been verified by GM Kodius.&amp;lt;ref&amp;gt;[[Post:List of All Hits in Combat - 07/28/2014 - 19:27]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#light hit&lt;br /&gt;
#good hit&lt;br /&gt;
#good strike&lt;br /&gt;
#solid hit&lt;br /&gt;
#hard hit&lt;br /&gt;
#strong hit&lt;br /&gt;
#heavy strike&lt;br /&gt;
#very heavy hit&lt;br /&gt;
#extremely heavy hit&lt;br /&gt;
#powerful strike&lt;br /&gt;
#massive strike&lt;br /&gt;
#awesome strike&lt;br /&gt;
#vicious strike&lt;br /&gt;
#earth-shaking strike&lt;br /&gt;
#demolishing hit&lt;br /&gt;
#spine-rattling strike&lt;br /&gt;
#devastating hit&lt;br /&gt;
#devastating hit (That&#039;ll leave a mark!)&lt;br /&gt;
#overwhelming strike&lt;br /&gt;
#obliterating hit&lt;br /&gt;
#annihilating strike&lt;br /&gt;
#cataclysmic strike&lt;br /&gt;
#apocalyptic strike&lt;br /&gt;
&lt;br /&gt;
The following messaging indicates a hit that did no damage:&lt;br /&gt;
*benign&lt;br /&gt;
*brushing&lt;br /&gt;
*gentle&lt;br /&gt;
*glancing&lt;br /&gt;
*grazing&lt;br /&gt;
*harmless&lt;br /&gt;
*ineffective&lt;br /&gt;
*skimming&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Weapon balance determines parry suitability.&lt;br /&gt;
&lt;br /&gt;
Protection grows with ranks, absorption doesn&#039;t.&lt;br /&gt;
{{RefAl|a=y|r=y}}&lt;br /&gt;
*[[Armor and shield guide]]&lt;br /&gt;
{{cat|Combat, Tutorials,New and returning player help}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Meraud%27s_Cry&amp;diff=490468</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=490468"/>
		<updated>2018-09-01T20:22:41Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=MC&lt;br /&gt;
|minprep=10&lt;br /&gt;
|castcap=66&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&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, [[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=intermediate&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;br /&gt;
*Works in an area of effect around you on all engaged targets at pole or melee with you.&lt;br /&gt;
**You sacrifice spirit energy per removed spell.&lt;br /&gt;
**The number of engaged targets doesn&#039;t seem to affect the difficulty of removal, the contests remain the same.&lt;br /&gt;
**You cannot dispel cyclics with this spell.&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Grey_clay_soldier&amp;diff=490415</id>
		<title>Grey clay soldier</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Grey_clay_soldier&amp;diff=490415"/>
		<updated>2018-08-29T04:46:25Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Grey Clay Soldier&lt;br /&gt;
|MinCap=150&lt;br /&gt;
|MaxCap=240&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|new=No&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=yes&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=yes&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=yes&lt;br /&gt;
|Attack Range=melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Siksraja&lt;br /&gt;
|MapList=*{{rmap|147|Ala, Vaunais Lirenis(147)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|mskill1=120&lt;br /&gt;
|Manipulated=no&lt;br /&gt;
|mskill1=120&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Crafted by some unknown mage, the clay soldier is a life-sized representation of an actual warrior, cast in some sort of hardened clay.  Its face is beautiful and perfect but also completely expressionless and unmoving, and the construct moves in a rather artificial manner not unlike a puppet pulled by strings.  Despite its unnatural movements, it seems more than capable of handling itself in a fight.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing some {{cloot|a|clay plate armor}}.&amp;lt;br&amp;gt;&lt;br /&gt;
It is holding a {{cloot|w|longsword}}.&lt;br /&gt;
&lt;br /&gt;
===Special Attack===&lt;br /&gt;
Soldiers will occasionally throw a clay orb on the ground causing it to shatter and send shard flying.&lt;br /&gt;
&#039;&#039;A grey clay soldier takes a clay orb from its belt and throws it hard to the ground, shattering it into a thousand pieces that go flying!&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A {{ilink|w|grey clay fragment}} flies directly at you!  It lodges firmly in your left eye!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[You&#039;re solidly balanced with opponent in good position.]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you remove a limb, it will shatter sending shards of clay flying.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The arm falls to the ground and shatters into a thousand pieces!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A grey clay fragment flies directly at you!  However, you easily dodge out of the way.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[You&#039;re bruised, solidly balanced with no advantage.]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note: touch shard to remove the shard without a long, nasty roundtime.  You must tend the fragments.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Soldiers cannot be manipulated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Soldiers are affected by Paralysis, Lethargy and Innocence&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Defenses===&lt;br /&gt;
&lt;br /&gt;
The soldier appears immune to all poisons, puncture and electricity.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Swamp_troll_(1)&amp;diff=490397</id>
		<title>Swamp troll (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Swamp_troll_(1)&amp;diff=490397"/>
		<updated>2018-08-27T21:38:54Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Swamp Troll&lt;br /&gt;
|Image File=Swamp troll.jpg&lt;br /&gt;
|MinCap=120&lt;br /&gt;
|MaxCap=160&lt;br /&gt;
|BodyType=biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=23&lt;br /&gt;
|Skinnable=no&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=yes&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31b|Trackless Swamp (31b)}}&lt;br /&gt;
|hasskin=No&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=No&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The swamp troll is a tall, ungainly humanoid-shaped conglomeration of branches, leaves, mud, and foulness... or at least that&#039;s all that&#039;s visible.  Rumor has it there is flesh and bone beneath the plant matter, but if so, it&#039;s probably even uglier than the crud that covers it.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
It is wearing nothing!&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|pike staff}}.&lt;br /&gt;
&lt;br /&gt;
The trackless swamp is a special area that will cause you to lose all magical attunement to an ethereal parasite if you stay in one room for too long. (About 10 min.)(If you are affected by this, it takes about 15 to 30 minutes for it to wear off.)&lt;br /&gt;
===Special Attacks===&lt;br /&gt;
Swamp trolls can cast:&lt;br /&gt;
* [[casts spell::Arc Light]]&lt;br /&gt;
* [[casts spell::Ethereal Shield]]&lt;br /&gt;
* [[casts spell::Sure Footing]]&lt;br /&gt;
&lt;br /&gt;
===3.1===&lt;br /&gt;
*Evasion at 159 won&#039;t move above dabbling (1/34) with 4 at melee&lt;br /&gt;
*Shield and Parry at 163 &amp;amp; 165 barely moves above dabbling with 3-4 at melee&lt;br /&gt;
*However, weapons are still moving strong about 165-170, albeit slightly slower than usual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boxes dropped &amp;quot;precisely at skill level&amp;quot; with 90 ranks of locksmithing.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
There are three different difficulties of Swamp trolls&lt;br /&gt;
*[[Swamp Troll (2)]]&lt;br /&gt;
*[[Swamp Troll (3)]]&lt;br /&gt;
{{Cat|Troll}}&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lesser_sluagh_(2)&amp;diff=490396</id>
		<title>Lesser sluagh (2)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lesser_sluagh_(2)&amp;diff=490396"/>
		<updated>2018-08-27T21:29:21Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Lesser Sluagh&lt;br /&gt;
|Image File=lesssluagh.jpg&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=160&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=24&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Ranged&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31b|Trackless Swamps (31b)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a sluagh hide&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some sluagh bones&lt;br /&gt;
|Bone Weight=5&lt;br /&gt;
|RequiredRanks=110&lt;br /&gt;
|MaxVal=21 Lirums&lt;br /&gt;
|MaxArrangedVal=171 Lirums&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Skin Type=hide&lt;br /&gt;
|Weight=60&lt;br /&gt;
|Tannable=Yes&lt;br /&gt;
|NumPieces=4&lt;br /&gt;
|Crushable=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The lesser sluagh is a foul-smelling, foul-tempered, foul-looking beast that makes a mother-in-law seem positively angelic.  Seven feet tall, musclebound, and wearing some kind of ragged, odiferous hide over its own none too lovely grey skin, it stares with bloodshot eyes and an evil leer.  It is a living creature rather than an undead one, though you can&#039;t imagine it being any uglier or meaner were it undead.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kind of makes you wonder about the [[Greater Sluagh |greater ones]], doesn&#039;t it?&lt;br /&gt;
==In Depth==&lt;br /&gt;
Only spawns at night. Will use both sling weaponry and melee weapons.&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
It is wearing nothing!&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying some {{cloot|w|smooth rock}}s, a {{cloot|w|sling (1)|sling}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
There are 3 different difficulties of Lesser Sluaghs.&lt;br /&gt;
*[[Lesser Sluagh (1)]]&lt;br /&gt;
*[[Lesser Sluagh (3)]]&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lesser_sluagh_(2)&amp;diff=490395</id>
		<title>Lesser sluagh (2)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lesser_sluagh_(2)&amp;diff=490395"/>
		<updated>2018-08-27T21:27:52Z</updated>

		<summary type="html">&lt;p&gt;SEREZE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Lesser Sluagh&lt;br /&gt;
|Image File=lesssluagh.jpg&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=160&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|new=Yes&lt;br /&gt;
|level=24&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|Has Coins=yes&lt;br /&gt;
|Has Gems=yes&lt;br /&gt;
|Has Boxes=yes&lt;br /&gt;
|Evil=cursed&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Special=no&lt;br /&gt;
|BackStabbable=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Attack Range=Ranged&lt;br /&gt;
|Province=Therengia&lt;br /&gt;
|City=Riverhaven&lt;br /&gt;
|MapList=*{{rmap|31b|Trackless Swamps (31b)}}&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a sluagh hide&lt;br /&gt;
|Skin Weight=6&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some sluagh bones&lt;br /&gt;
|Bone Weight=5&lt;br /&gt;
|RequiredRanks=110&lt;br /&gt;
|MaxVal=21 Lirums&lt;br /&gt;
|MaxArrangedVal=171 Lirums&lt;br /&gt;
|Boxes=yes&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|hasorgan=No&lt;br /&gt;
|Skin Type=hide&lt;br /&gt;
|Weight=60&lt;br /&gt;
|Tannable=Yes&lt;br /&gt;
|NumPieces=4&lt;br /&gt;
|Crushable=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The lesser sluagh is a foul-smelling, foul-tempered, foul-looking beast that makes a mother-in-law seem positively angelic.  Seven feet tall, musclebound, and wearing some kind of ragged, odiferous hide over its own none too lovely grey skin, it stares with bloodshot eyes and an evil leer.  It is a living creature rather than an undead one, though you can&#039;t imagine it being any uglier or meaner were it undead.&amp;lt;br /&amp;gt;&lt;br /&gt;
Kind of makes you wonder about the [[Greater Sluagh |greater ones]], doesn&#039;t it?&lt;br /&gt;
==In Depth==&lt;br /&gt;
Only spawns at night.&lt;br /&gt;
===Equipment/Loot===&lt;br /&gt;
It is wearing nothing!&amp;lt;br&amp;gt;&lt;br /&gt;
It is carrying some {{cloot|w|smooth rock}}s, a {{cloot|w|sling (1)|sling}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
There are 3 different difficulties of Lesser Sluaghs.&lt;br /&gt;
*[[Lesser Sluagh (1)]]&lt;br /&gt;
*[[Lesser Sluagh (3)]]&lt;/div&gt;</summary>
		<author><name>SEREZE</name></author>
	</entry>
</feed>