Call of the Siren (2.0): Difference between revisions

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==Notes==
==Notes==
*Prevents players and creatures from retreating.
From GM Lohkrian on 02/17/2010 on the Play.net message boards, Bards Guild - General Discussions <br>
*Attempts to keep creatures from leaving the room. This aspect does not affect players.

*Played LOUD this affects all players and creatures in the room.
So -- Loud = more critters, quiet = keep the critters you have, and ward the rest away. It will try to keep critters from wandering in after they have already generated, but due to mechanics issues with legacy critters, this does not work on all types of critters (currently). It will try to prevent any affected critters and players from retreating, and it will also attempt to keep critters in the room for a short time.
*Played QUIET this affects only those players and creatures engaged to you.
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*Creature spawn is also affected by LOUD/QUIET setting. Certain legacy creatures may not be affected by this aspect due to mechanics issues.
<br>
:*LOUD: Spawn rate is increased. This impacts other rooms in the hunting area in addition to your own. Creatures cannot be made to spawn where they otherwise do not. (I.e. no mini-invasions)
Due to the unique nature of the system hooks added to support these functions, I'll be monitoring the potency of these effects for balance and abuse.
::''e.g. A shift in the breeze accompanies the arrival of a CREATURE.''
<br>
:*QUIET: Creatures are deterred from spawning or entering your room. More mana grants greater success. This has no effect outside of your own room.
<br>
::''e.g. A faint rustling grows louder, stops briefly, and then fades again.''
And, just to head some questions off at the pass -- This enchante will only allow you to enhance spawn where critters already spawn. No wandering invasions (alas). If you want to do that, you'll have to apply to become a GM.
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==From GM Lohkrian on 02/18/2010 on Play.net Forums==
While I of course support a certain amount of PAFO, I'll come out and say that there are no buffs, debuffs or other combat modifiers applied to this enchante, unless you count the inability to escape!

Revision as of 10:23, 23 July 2010


Bard thumb.jpgBard Guild


Call of the Siren
Abbreviation: SIRE
Prerequisites: Albreda's Balm
Signature: No
Spell Slots: Unknown
Mana Type: Unknown
Spell Type: Unknown / Unknown
Difficulty: Unknown
Prep (min/max): 10 / 40
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: Unknown
Duration (min/max): Unknown minutes /
Justice: Unknown
Corruption: Unknown
Description: The Call of the Siren is an enchante that is true embodiment of the name it bears. Using it will create an enticing tapestry of sensations and sounds that lures creatures indigenous to the area to you, should any be present. Unfortunately, creatures summoned in such a manner will likely be hostile, and will need to be dealt with in some manner before you become the next item on their menu. The foolish use of this enchante has caused many an adventurer their life, so take heed where and when you decide to use it.
Effect: Unknown
Example Messaging: Intro: You center yourself, a soft hum resonating within your chest as the evenly metered rhythms of "Call of the Siren" take shape in your mind.

Your humming seeps forth. Gentle crescendos spill forth every few measures, slow tidal swells that imperceptibly ease a sinuous melody into the audible range.

Solo: Your humming seeps forth. Gentle crescendos spill forth every few measures, slow tidal swells that imperceptibly ease a sinuous melody into the audible range. - The stream of music blossoms into a diffuse cloud of sound, blanketing the room like a heavy mist. Your voice takes on a sweetness of tone, delicately floating over the fog.

Refrain: Insistent tremors pulse along the tendrils of song. Suddenly the sound shudders as though falling away from itself, leaving an audible residue behind. Your voice carries on, every note suspended like a ringing bell. - Each successive iteration of your melody layers over the next, building an increasingly complex latticework of noise. Minor seconds collide as competing lines begin to blur any sense of tonality, the previous sweetness buried in a cloying collage.

Verse: Your voice shines like a beacon amidst the fading static. Sonorous strands beckon and entice, laden with promise of comfort.

Bridge: Lines of song gradually unravel from the tangled knot of sound, like the final strains of a many-voiced fugue. As each line drops away, the remaining harmonies become increasingly clear until at last only a single voice remains.

Outro: As the final notes of your song arrive, a reluctant diminuendo gradually releases them from hearing. Long moments pass before you allow the last vestiges of sound to fade.

Devices/Tattoos: No devices or tattoos documented.

Notes

  • Prevents players and creatures from retreating.
  • Attempts to keep creatures from leaving the room. This aspect does not affect players.
  • Played LOUD this affects all players and creatures in the room.
  • Played QUIET this affects only those players and creatures engaged to you.
  • Creature spawn is also affected by LOUD/QUIET setting. Certain legacy creatures may not be affected by this aspect due to mechanics issues.
  • LOUD: Spawn rate is increased. This impacts other rooms in the hunting area in addition to your own. Creatures cannot be made to spawn where they otherwise do not. (I.e. no mini-invasions)
e.g. A shift in the breeze accompanies the arrival of a CREATURE.
  • QUIET: Creatures are deterred from spawning or entering your room. More mana grants greater success. This has no effect outside of your own room.
e.g. A faint rustling grows louder, stops briefly, and then fades again.