Halo: Difference between revisions
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Alternately, you may infuse mana into the spell pattern and immediately invoke the halo yourself. |
Alternately, you may infuse mana into the spell pattern and immediately invoke the halo yourself. |
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|effect=Pole/Melee range knockback/stun. Damages undead. |
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|effect=Creates a pushback and stun on attackers at pole range or closer. Damages undead. Can knock critters into adjacent rooms. Can be stored in OM, will trigger when in danger (e.g. stunned). |
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|messaging=''Start:'' 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.<br /> |
|messaging=''Start:'' 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.<br /> |
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|ctype=battle |
|ctype=battle |
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}} |
}} |
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==Notes== |
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*The knockback can knock targets into adjacent rooms. |
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*Can be stored in OM, will trigger when in danger (e.g. stunned). |
Revision as of 18:40, 25 July 2015
Incomplete Article
- This article is incomplete, which means that while it is not a stub, it still lacks certain data or information.
- Infobox entry on justice, Infobox entry on corrupt
- Please see Category:Incomplete articles for more articles that are incomplete.
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Abbreviation: | HALO | |
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Prerequisites: | Divine Radiance, Major Physical Protection. 20th circle | |
Signature: | Yes | |
Spell Slots: | 4 | |
Mana Type: | Unknown | |
Spell Type: | battle / debilitation, warding | |
Difficulty: | esoteric | |
Prep (min/max): | 30 / 100 | |
Skill Range (min/max): | 250 / 1000 | |
Valid Spell Target: | Area | |
Duration (min/max): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
Description: | 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.
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. Alternately, you may infuse mana into the spell pattern and immediately invoke the halo yourself. | |
Effect: | +{{{buffs}}}, -{{{debuffs}}}, {{{dtype}}}, {{{htype}}}, Pole/Melee range knockback/stun. Damages undead. | |
Example Messaging: | Start: 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. Refresh: The air around you stirs eerily, caught in an unnatural current highlighted by vestigial strands of spectral light. End: With a whispered sigh, your Halo spell expires. | |
Contest Type: | magic / reflexes | |
Devices/Tattoos: | No devices or tattoos documented. |
Notes
- The knockback can knock targets into adjacent rooms.
- Can be stored in OM, will trigger when in danger (e.g. stunned).