Infusion ability: Difference between revisions
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:Infusing this spell refills the orb. |
:Infusing this spell refills the orb. |
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;[[Rejuvenation]] |
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:Infusion this spell while dead allows a fallen cleric to preserve their own memories using their spirit. |
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;[[Resurrection]] |
;[[Resurrection]] |
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:This spell relies on infused mana to function normally. |
:This spell relies on infused mana to function normally. |
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;[[Shield of Light]] |
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==Syntax== |
==Syntax== |
Revision as of 11:28, 16 July 2015
Introduction
Clerics, aside from being holy scholars and servants of the gods, are also masters of the magical arts. The ability to harness mana is a focal point of their training regimen, and is manifested prominently in the spells they employ. Through this training, they have honed the ability to infuse harnessed mana into the active patterns of held-mana spells. This offers greater control over these typically passive enchantments, allowing more predictable effects. It also serves as a suitable way to feed extremely large spell patterns such as that required to invoke a Resurrection.
This ability is learned at the end of a perilous quest available at circle 25 with at least 125 Harness Ability. A walkthrough for the quest, with spoilers, is available here.
Practices of harness infusion
The art of Mana Infusion consists of the harnessing of mana into streams around you, and then attempting to force that mana into the active pattern of a receptive spell.
If the spell is receptive and you are successful, the mana that is infused into a pattern may cause it to react immediately. Many passive held-mana enchantments can become more subject to your fancy with this technique, conferring their benefits when you choose, rather than be subjected to the arcane whims of the mana streams.
Mana infusion also allows the creation of very large spell patterns that require massive amounts of mana to mature - more than one can hope to channel with a simple casting, and certainly more mana than one can hope to keep harnessed at any given time. Some patterns, or even complex matrices, may require that a spell be cast to invoke the blueprint for its future effect, and then great amounts of mana must be infused to fill in the holes and bring the spell to true maturity.
Infusion is much like casting a simple spell pattern all over again. Your abilities will be tested in the process of funneling mana into patterns. It is more difficult to successfully push mana into more complex patterns and matrices. As with casting any spell, attempting to push in more mana than you are able will result in the mana backfiring and the spell pattern collapsing under its own weight. In certain cases, with certain complex spell patterns, even more dire effects of this backlash have been documented.
At 600 ranks in attunement spells may be infused without harnessing mana first.
- Second report as early as 533 ranks in attunement. Other factors?
Receptive spells
- Centering
- Infusing this spell improves its balance restoration capabilities, as well as unlocking a one-shot anti-stun ability at 50 infused mana. This secondary ability will dissolve the spell upon activation, leaving you slightly off balance.
- Osrel Meraud
- Infusing this spell refills the orb.
- Rejuvenation
- Infusion this spell while dead allows a fallen cleric to preserve their own memories using their spirit.
- Resurrection
- This spell relies on infused mana to function normally.
- Shield of Light
- Infusing this spell improves its protective and damaging properties, as well as giving it spikes and arm-worn capability up to medium shield size.
Syntax
See INFUSE