Tangled Fate: Difference between revisions

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|prereqs=Circle 15
|prereqs=Circle 15
|slot=2
|slot=2
|illegal=social corruption
|illegal=illegal, social corruption
|corrupt=teleologic corruption
|corrupt=teleologic corruption
|desc=The Holy infusion of the Pattern of Luck, Tangled Fate generates a steady flow of luck around its target. The luck that teleologic sorcerers deal with is not the 'good' or even 'bad' luck of folklore, but a force of improbability, which they believe twists fate and slackens iron-clad destiny into shades of probability. Tangled Fate uses this force to artificially modify the shape of the subject's destiny. While this sorcery can theoretically have subtle long-term effect, most sorcerers only have the skill and patience to use it to undermine the immediate, vivid prophecies that seers use to augment or curse skills.
|desc=The Holy infusion of the Pattern of Luck, Tangled Fate generates a steady flow of luck around its target. The luck that teleologic sorcerers deal with is not the 'good' or even 'bad' luck of folklore, but a force of improbability, which they believe twists fate and slackens iron-clad destiny into shades of probability. Tangled Fate uses this force to artificially modify the shape of the subject's destiny. While this sorcery can theoretically have subtle long-term effect, most sorcerers only have the skill and patience to use it to undermine the immediate, vivid prophecies that seers use to augment or curse skills.

Latest revision as of 14:51, 5 July 2024


Mm thumb.jpgMoon Mage Guild


Tangled Fate Scroll-only Spell Justice triggering spell Causes outrage or corruption
Abbreviation: TF
Prerequisites: Circle 15
Signature: Yes
Spell Slots: 2
Mana Type: Lunar Magic
Spell Type: standard / debilitation, utility
Difficulty: basic
Prep (min/max): 5 / 100
Skill Range (min/max): 10 / 600
Valid Spell Target: Self, PC
Duration (min/max): 10 minutes / 40 minutes
Justice: illegal, social corruption
Corruption: teleologic corruption
Description: The Holy infusion of the Pattern of Luck, Tangled Fate generates a steady flow of luck around its target. The luck that teleologic sorcerers deal with is not the 'good' or even 'bad' luck of folklore, but a force of improbability, which they believe twists fate and slackens iron-clad destiny into shades of probability. Tangled Fate uses this force to artificially modify the shape of the subject's destiny. While this sorcery can theoretically have subtle long-term effect, most sorcerers only have the skill and patience to use it to undermine the immediate, vivid prophecies that seers use to augment or curse skills.

In order to use Tangled Fate, the sorcerer must first align himself to his desired result. This sorcery can only safely be used when the subject has just a single prophecy influencing his immediate future: meddling with more complex destinies invites Tenuis' fate.

Effect: alters single prediction (stuns if more than one)
Example Messaging: You gesture.

All the sounds around you seem to retreat down a distant tunnel, leaving the area quiet except for a single, ear-splitting tone that is centered around you.
A surge of luck washes over you, reorienting your position toward fate. New concepts and images bubble up from your unconscious, suggesting that your immediate destiny is dire.
Roundtime: 1 sec.

Devices/Tattoos: No devices or tattoos documented.

Notes

  • Official Description: The first user of Tangled Fate is thought to have been the Tezirite Edward Tenuis, known in his later years for violent seizures that no amount of Empathic attention could predict or cure. Among his effects was the design for an impossible spell pattern with references to "compound visions" and "luck's divine dominion" scrawled in the margins in his shaky hand. His peers assumed Tenuis had lost his faculties due to the seizures, but teleologic sorcerers cast doubt on his innocence.
  • Must ALIGN to the desired target skill before casting.
    • It is possible to attempt to align to a curse just like with prediction.
    • Unlike with prediction, it must be a specific skill as aligning to a skillset does not work with the spell.
  • Grants a Moon Mage control over the random elements of a prediction. As a result the normally large and/or long bonus of predictions turns into the smaller power and/or shorter duration of a spell. The prediction will also abruptly terminate if Tangled Fate is somehow dispelled.
  • This spell cannot cause a prediction to be greater in effect or duration than the original prediction, even if the amount of mana would otherwise allow for it.
  • If there are two or more active predictions on the target, casting Tangled Fate will induce a seizure and leave the target prone, with nerve damage, but no RT.
  • Provoking a seizure does nervous system damage based on the number of predictions/CJs and your WvW win result. Inducing a seizure in yourself always blows out your nerves.
  • At capped mana will always result to the proper alignment if self cast.
  • While Tanged Fate is in effect the target (be it self cast or on others) is unable to use further predictions or teleological sorcery.
  • The caster must be able to predict. I.e. the spell cannot be cast by non Moon Mages.
  • This spell will not function on creatures at all, even those under the effects of Tezirah's Veil. The 'predictions' creatures receive from that spell are not actually predictions but rather regular debuffs dressed up to look like predictions, and so cannot be modified or exploited by Tangled Fate.
  • When using PREDICT ANALYZE you will see:
    A translucent ruby tome that disappears and is replaced by a gemstone. It pops out of existence the moment you notice it. For some reason, the display leaves a deep sense of unease lingering in the back of your mind.

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