Osrel Meraud: Difference between revisions

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|name=Osrel Meraud
|name=Osrel Meraud
|abbrev=om
|abbrev=om
|minprep=20
|minprep=30
|castcap=100
|castcap=200
|minskill=250
|validtarget=Objects
|maxskill=1000
|minduration=999
|validtarget=Item
|guild=Cleric
|guild=Cleric
|magic=Holy Magic
|spellbook=Metamagic
|spellbook=Metamagic
|prereqs=Circle 20 and [[Sanctify Pattern 3.0|Sanctify Pattern]]
|prereqs=Circle 30, [[Sanctify Pattern]]
|slot=2
|slot=3
|illegal=no
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favor of the spell'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.
|corrupt=no
|desc=The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell'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.
|buffs=No buffs
|debuffs=No debuffs
|dtype=No damage
|htype=No heal
|poststring=No
|effect=Creates an orb to store cleric buff spells.
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!
|messaging=You gesture over the Meraud orb, muttering tones of enchantment!


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Roundtime: 5 sec.<br />
Roundtime: 5 sec.<br />
You sense that you were able to channel a bit more than half of your infusion's power into a brilliant orb of rippling cerulean light. A sense of fullness emanates from the orb.<br /><br />
You sense that you were able to channel a bit more than half of your infusion's power into a brilliant orb of rippling cerulean light. A sense of fullness emanates from the orb.<br /><br />

'''Full:'''<br />
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.<br />
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.<br />
Roundtime: 4 sec.<br />
Roundtime: 4 sec.<br />
You sense that you were able to channel a bit more than half of your infusion'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.<br />
You sense that you were able to channel a bit more than half of your infusion'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.<br />
|sig=Yes
|diff=esoteric
|diff=advanced
|source=standard
|source=standard
|type=utility
|type=utility
|ctype=standard
|ctype=standard
}}
}}
{{RTOC}}
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.
===Notes===
*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.
*Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.
*Only the cleric spells listed below can be stored within the orb.


Per Ricinus:
'''Active Spells:'''<br />
*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. <br/>
* OM casts always use 100% of the mana you are able to use to cast.<br />
* The size of the orb (mana capacity) is determined based on your Holy Magic skill when the orb is created. <br/>
* Roundtime reduction for casting OM is based on Holy Magic. <br/>
* Roundtime reduction for touching or breaking the orb is based on Arcana. <br/>
* Infusion loss is reduced by Arcana.
* Arcana is the skill that determines how many spells you can load up into OM.

Other notes:
* At 800 Arcana skill, you infuse with 75% of mana attempted <br/>
* Different spells have different, "Orb slots" associated with them, having ritual spells being the largest. Increasing Arcana allows for more spells at once.
** Persistence of Mana, Murulla'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)
** Additional slot added at 850 effective Arcana ranks.

===Usage===
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.

To tie a spell into the orb prepare the desired spell and then '''TOUCH ORB'''<br />

To release a spell tied to the orb simply '''RELEASE <SPELL>'''<br />

To release the orb simply '''RELEASE ORB'''<br />

To toggle the atmospheric messaging of the orb '''TAP ORB'''<br>

To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.<br />

Spells cast into an orb that can be cast on items, such as Bless and water or [[Glythtide's Gift]] and drinks, can be cast on items without interfering with the orb-stored spell.<br />

===Power Messaging===
From '''''focus orb''''' command.
#The strength of the sensation evokes the image of a pile of cold ashes.<br>
#The strength of the sensation evokes the image of a pile of smoldering ashes.<br>
#The strength of the sensation evokes the image of a nearly burnt-out candle wick.<br>
#The strength of the sensation evokes the image of a half-melted burning candle.<br>
#The strength of the sensation evokes the image of a tall burning candle.<br>
#The strength of the sensation evokes the image of a blazing torch.<br>
#The strength of the sensation evokes the image of a small campfire.<br>
#The strength of the sensation evokes the image of a roaring bonfire.<br>
#The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.<br>
#The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon's maw.<br>

===Orb Capacity===
From '''''focus orb''''' command.
The number of spell slots that an orb may carry is dependent upon the Arcana ranks of the caster at the time of casting. Some spells (PoM, SF, and SL) take more than one slot. The in-game capacity descriptions all begin with the phrase "The Pervasiveness of the sensation evokes," and terminate with the phrase stated below according to the Holy Magic ranks at which the orb was cast:
{| border="1" class="wikitable" style="text-align: center;"
! Holy Magic Ranks !! Text Description
|-
| 220 || style="text-align: left;"| evokes the image of a stream in your mind's eye
|-
| 250 || style="text-align: left;"| evokes the image of a pond in your mind's eye
|-
| 300 || style="text-align: left;"| evokes the image of a river in your mind's eye
|-
| 400 || style="text-align: left;"| evokes the image of a lake in your mind's eye
|-
| 510 || style="text-align: left;"| evokes the image of a sea in your mind's eye
|-
| 650 || style="text-align: left;"| evokes the image of an ocean in your mind's eye
|-
| 750 || style="text-align: left;"| evokes the image of Drogor's deeps in your mind's eye
|-
| 1000 || style="text-align: left;"| evokes the image of Elanthia's tides rising toward Katamba in your mind's eye
|-
| 1200 || style="text-align: left;"| evokes the image of the sapphirine planet Merewalda in your mind's eye
|-
| 1400 || style="text-align: left;"| evokes the image of Alamhif's Bridge arching from the cold seas of Death in your mind's eye
|-
| 1600 || style="text-align: left;"| evokes the image of the fathomless ebon abysms of the Starry Road in your mind's eye
|-
|}

====Active Spells====
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.<br />
You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.<br />
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.<br />
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.<br />
Line 41: Line 133:
Roundtime: 4 sec.<br />
Roundtime: 4 sec.<br />


===Compatible Spells===
'''Usage:'''<br />
[[Auspice]]<br />
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.
[[Benediction]]<br />
[[Bless]]<br />
[[Centering]]<br />
[[Divine Radiance]]<br />
[[Glythtide's Gift]]<br />
[[Halo]]<br />
[[Major Physical Protection]]<br />
[[Minor Physical Protection]]<br />
[[Murrula's Flames]]<br />
[[Protection from Evil]]<br />
[[Sanyu Lyba]]<br />
[[Shield of Light]]<br />
[[Soul Shield]]<br />
[[Persistence of Mana]]


===Favor orb-based appearances===
To tie a spell into the orb prepare the desired spell and then '''TOUCH ORB'''<br />
You can {{com|adjust}} your orb to change its appearance. Every orb has three options available based on favor orb aspect with an additional optional custom one through alteration or purchase that is irrespective of aspect. New orbs will always appear with the default option.


Neutral aspect:
You reach up with open palms and cradle the floating cerulean orb, allowing its light to ripple over your entire body. You sense a tugging sensation from the center of the orb, pulling at your consciousness.<br />
* a brilliant orb of rippling cerulean light (default)
Roundtime: 8 sec.<br />
* a diamond orb sparkling with an inner light
You sense the cerulean orb attempting to absorb the spell in your mind. You successfully weave the Shield of Light spell into the receptive aura of the orb, and feel the energies seeping down into the magic of its core!<br />
* a crystalline orb etched with the depiction of a wolf
<br />
In a fiery blaze, a sparkling tower shield appears in your left hand.<br />


Light aspect:
To release a spell tied to the orb simply '''RELEASE <SPELL>'''<br />
* a shadowy orb rippling with silver arcs of light (default)
* a lurid-green emerald orb crackling with light
* a crystalline orb etched with the depiction of a owl

Dark Aspect:
* a luminous orb of coruscating rainbowed light (default)
* a bright crimson orb awash with swirling light
* a crystalline orb etched with the depiction of a shrew


{{RefAl}}
To toggle the atmospheric messaging of the orb '''TAP ORB'''

Latest revision as of 20:04, 15 September 2023


Cleric thumb.jpgCleric Guild


Osrel Meraud
Abbreviation: OM
Prerequisites: Circle 30, Sanctify Pattern
Signature: Yes
Spell Slots: 3
Mana Type: Holy Magic
Spell Type: standard / utility
Difficulty: advanced
Prep (min/max): 30 / 200
Skill Range (min/max): 250 / 1000
Valid Spell Target: Item
Duration (min/max): Indefinite
Justice: no
Corruption: no
Description: The Osrel Meraud spell is a powerful enchantment that imbues a glass orb bearing the favour of the spell'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.
Effect: Creates an orb to store cleric buff spells.
Example Messaging: You gesture over the Meraud orb, muttering tones of enchantment!

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!

Refill (Not Full):
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.
Roundtime: 5 sec.
You sense that you were able to channel a bit more than half of your infusion's power into a brilliant orb of rippling cerulean light. A faint tugging sensation emanates from the orb, as if it hungers for more.

Refill (Full):
You concentrate intently, attempting to infuse a minor amount of your harnessed mana into your active Osrel Meraud spell pattern.
Roundtime: 5 sec.
You sense that you were able to channel a bit more than half of your infusion's power into a brilliant orb of rippling cerulean light. A sense of fullness emanates from the orb.

Full:
You concentrate intently, attempting to infuse a moderate amount of your harnessed mana into your active Osrel Meraud spell pattern.
Roundtime: 4 sec.
You sense that you were able to channel a bit more than half of your infusion'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.

Devices/Tattoos: No devices or tattoos documented.

Notes

  • 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.
  • Powered by mana held within orb, can be refilled by casting OM on the orb, or by infusing mana into the orb.
  • Only the cleric spells listed below can be stored within the orb.

Per Ricinus:

  • 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.
  • OM casts always use 100% of the mana you are able to use to cast.
  • The size of the orb (mana capacity) is determined based on your Holy Magic skill when the orb is created.
  • Roundtime reduction for casting OM is based on Holy Magic.
  • Roundtime reduction for touching or breaking the orb is based on Arcana.
  • Infusion loss is reduced by Arcana.
  • Arcana is the skill that determines how many spells you can load up into OM.

Other notes:

  • At 800 Arcana skill, you infuse with 75% of mana attempted
  • Different spells have different, "Orb slots" associated with them, having ritual spells being the largest. Increasing Arcana allows for more spells at once.
    • Persistence of Mana, Murulla'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)
    • Additional slot added at 850 effective Arcana ranks.

Usage

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.

To tie a spell into the orb prepare the desired spell and then TOUCH ORB

To release a spell tied to the orb simply RELEASE <SPELL>

To release the orb simply RELEASE ORB

To toggle the atmospheric messaging of the orb TAP ORB

To refill the orb, either harness and infuse OM or prep OM and cast orb. Infusions are less efficient than casting.

Spells cast into an orb that can be cast on items, such as Bless and water or Glythtide's Gift and drinks, can be cast on items without interfering with the orb-stored spell.

Power Messaging

From focus orb command.

  1. The strength of the sensation evokes the image of a pile of cold ashes.
  2. The strength of the sensation evokes the image of a pile of smoldering ashes.
  3. The strength of the sensation evokes the image of a nearly burnt-out candle wick.
  4. The strength of the sensation evokes the image of a half-melted burning candle.
  5. The strength of the sensation evokes the image of a tall burning candle.
  6. The strength of the sensation evokes the image of a blazing torch.
  7. The strength of the sensation evokes the image of a small campfire.
  8. The strength of the sensation evokes the image of a roaring bonfire.
  9. The strength of the sensation evokes the image of flaming magma pouring through a volcanic crevasse.
  10. The strength of the sensation evokes the image of torrents of fiery rain falling upon Elanthia from the World Dragon's maw.

Orb Capacity

From focus orb command. The number of spell slots that an orb may carry is dependent upon the Arcana ranks of the caster at the time of casting. Some spells (PoM, SF, and SL) take more than one slot. The in-game capacity descriptions all begin with the phrase "The Pervasiveness of the sensation evokes," and terminate with the phrase stated below according to the Holy Magic ranks at which the orb was cast:

Holy Magic Ranks Text Description
220 evokes the image of a stream in your mind's eye
250 evokes the image of a pond in your mind's eye
300 evokes the image of a river in your mind's eye
400 evokes the image of a lake in your mind's eye
510 evokes the image of a sea in your mind's eye
650 evokes the image of an ocean in your mind's eye
750 evokes the image of Drogor's deeps in your mind's eye
1000 evokes the image of Elanthia's tides rising toward Katamba in your mind's eye
1200 evokes the image of the sapphirine planet Merewalda in your mind's eye
1400 evokes the image of Alamhif's Bridge arching from the cold seas of Death in your mind's eye
1600 evokes the image of the fathomless ebon abysms of the Starry Road in your mind's eye

Active Spells

You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.
Letting your senses extend further, you feel there is somewhat more mana to the southeast, and moderately more mana to the northeast.
You sense your Osrel Meraud spell linking you to a brilliant orb of rippling cerulean light, which should last until you release it.
You sense the Centering spell upon you, which is linked to your Osrel Meraud orb.
You sense the Shield of Light spell upon you, which is linked to your Osrel Meraud orb.
Roundtime: 4 sec.

Compatible Spells

Auspice
Benediction
Bless
Centering
Divine Radiance
Glythtide's Gift
Halo
Major Physical Protection
Minor Physical Protection
Murrula's Flames
Protection from Evil
Sanyu Lyba
Shield of Light
Soul Shield
Persistence of Mana

Favor orb-based appearances

You can ADJUST your orb to change its appearance. Every orb has three options available based on favor orb aspect with an additional optional custom one through alteration or purchase that is irrespective of aspect. New orbs will always appear with the default option.

Neutral aspect:

  • a brilliant orb of rippling cerulean light (default)
  • a diamond orb sparkling with an inner light
  • a crystalline orb etched with the depiction of a wolf

Light aspect:

  • a shadowy orb rippling with silver arcs of light (default)
  • a lurid-green emerald orb crackling with light
  • a crystalline orb etched with the depiction of a owl

Dark Aspect:

  • a luminous orb of coruscating rainbowed light (default)
  • a bright crimson orb awash with swirling light
  • a crystalline orb etched with the depiction of a shrew


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