Item:Hazy glass gyre prominently inscribed with esoteric runes: Difference between revisions

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: The next {{ilink|i|potency crystal|upgrade}} will allow you to {{tt|FLIP}} the gyre to access a second pool capable of holding 10 spells.
: The next {{ilink|i|potency crystal|upgrade}} will allow you to {{tt|FLIP}} the gyre to access a second pool capable of holding 10 spells.
: The glass gyre currently has 100 charges remaining. Using an {{ilink|i|infuser stone}} would grant an additional 75 charges, for a total of 175.
: The glass gyre currently has 100 charges remaining. Using an {{ilink|i|infuser stone}} would grant an additional 75 charges, for a total of 175.

* {{com|invoke}}: (Has a randomized 5-10 second roundtime.)
{{RefAl}}
{{RefAl}}

Revision as of 14:57, 6 November 2021


hazy glass gyre prominently inscribed with esoteric runes
Look: The gyre is composed of three disconnected parts suspended in the air relative to each other. Two hollow wheels float on the air, one within the other, and at the center is a small cylindrical hub.

Currently the outer ring spins, while everything within it is still.

Weight: 5 stones
Metal: Unknown
Uses: 100
Appraised Cost: 1,562,500 Kronars1,250,000 Lirums <br />1,127,500 Dokoras <br />1,562.5 LTBpoints <br />1,562.5 Tickets <br />1,562.5 Scrips <br />
Properties:
  • This item is magical.
  • This item has more than normal or unusual verbs.
Dimensions: 1 length x 1 width x 1 height
Sources: Source is Sleeping Dragon Corn Maze 447/End loot, Sleeping Dragon Corn Maze 443/End loot, Sleeping Dragon Corn Maze 439/End loot

Overview

The gyre's wheel will hold 10 spells in total. You store them in it by activating it and then casting your spells. If you SHOW the gyre to someone else and they cast on you, the gyre will also swallow that one up. It only works on non-offensive spells.

When you're ready, you can INVOKE the gyre, and it will pour the spells out in FIFO order. You MUST have been the one to TAP your gyre to make use of INVOKE, otherwise the spells will fail. Upon INVOKE, the caster info will clear and you can share the item with a friend or an alt.

You can refill it. There's no cooldown, because you're paying the cost of mana and time when you fill it. There's a short delay between invokes.

It starts with one wheel. With a potency crystal, you can add a second wheel. It starts out with 100 uses (of INVOKE). With an infuser stone you can add 75 more.

The exact chain of events is this:

  1. Gyre starts empty and unlocked. Once someone TAPs it in this state (to turn it on), the gyre sets that person as its owner.
  2. While it is "owned," only that particular character can TAP, capture, or release spells out of the gyre.
  3. Once the gyre has been emptied via INVOKE (both wheels need to be empty if the second wheel has been enabled), it removes its ownership information and the process starts over again.

Verbs

The gyre is one of the more subtle examples of Feral Magic, known in recent years for fueling time-shifting magic. It is capable of suspending spells in mid-cast and releasing them back to the user at a later time. Each suspended wheel is an independent "battery" of its own, capable of storing and discharging separate spell loads.
To suspend a spell, the user must TAP the device within a roisan of the spell going off, either their own or another magician's. If it is going to absorb another magician's spell, it must first be SHOWn to the magician as well.
To release all the spells contained in a wheel, the user simply INVOKEs it much like other devices. This will cause all spells suspended in the wheel to affect the user in the order they were suspended.
Only one wheel is active at a time and it is simply a matter of FLIPing the gyre to change which wheel is spinning.
The next upgrade will allow you to FLIP the gyre to access a second pool capable of holding 10 spells.
The glass gyre currently has 100 charges remaining. Using an infuser stone would grant an additional 75 charges, for a total of 175.
  • INVOKE: (Has a randomized 5-10 second roundtime.)

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