Sanyu Lyba

From Elanthipedia
Revision as of 04:27, 29 July 2016 by ABSOLON (talk | contribs)
Jump to navigation Jump to search
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
Cleric thumb.jpgCleric Guild


Sanyu Lyba
Abbreviation: SL
Prerequisites: Circle 25, Minor Physical Protection
Signature: Yes
Spell Slots: 2
Mana Type: Unknown
Spell Type: battle / warding
Difficulty: advanced
Prep (min/max): 30 / 100
Skill Range (min/max): 250 / 1000
Valid Spell Target: Self
Duration (min/max): 2 minutes / 10 minutes
Justice: Unknown
Corruption: Unknown
Description: For thousands of years, priests of different stripes have been summoning entities from the Starry Road, where existence is defined by spirit and consciousness. In the cycle of spiritual matter, constantly replenished from mortal souls and the gods themselves, there are willful beings capable of manifesting in our plane. Whether by divine authority or whatever afterlife motives they might have, the spirits answer Holy magic and come to our aid. In particular, those of the 'genus' called by the Sanyu Lyba spell have an affinity for magical guardianship, besetting any spellcaster who would imperil their ward.
Effect: Reactive and non-protective anti-magic defense.
Example Messaging: You gesture.

You open your arms in a hieratic gesture of summoning.
A sheet of lustrous silver liquid snaps into being vertically in front of you, its pristine surface animated with placid ripples and bubbles. You take a single step through it, guiding the beckoned entity beyond the planar boundary with you. As the silvery sheet is dragged along with the incomer, it wraps and defines the vaguely humanoid form of a shadowy watchsoul.

Contest Type: spirit / willpower
Devices/Tattoos: No devices or tattoos documented.

Notes

  • This spell summons a spirit creature that will react to a spell cast at the cleric by afflicting its caster with a Huldah's Pall equivalent afterwards (preventing further spellcasting by the caster). It doesn't act as a barrier and cannot react too often.
  • Can be placed into the Osrel Meraud orb.