Raise Power (2.0)

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Raise Power
Abbreviation: RP
Prerequisites: Refresh
Signature: No
Spell Slots: Unknown
Mana Type: Unknown
Spell Type: Unknown / Unknown
Difficulty: Unknown
Prep (min/max): 6 / Unknown
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: None (Self/Group)
Duration (min/max): Unknown minutes /
Justice: Unknown
Corruption: Unknown
Description: The Raise Power spell temporarily increases the amount of Life mana at your location. In the process, it completely drains you and your group of fatigue, though the more people that are in your circle, the higher the increase. The extra mana gradually drains away, since no magic is capable of altering the mana streams for very long.
Effect: Unknown
Example Messaging: You feel completely spent as your life force pours into the land.
Devices/Tattoos: No devices or tattoos documented.

Notes

It is common practice to cast Refresh or Zephyr (via an imnera rune) first as they each help to quickly regenerate the fatigue lost when casting Raise Power.

The larger the group of characters the caster is in, the more effective the spell will be. The Empath does not have to be the leader of the group. The spell is not typically employed in usual healing spots, as they are almost always near the maximum presence of life mana to begin with. In invasion situations or when an ad-hoc healing area is otherwise required, though, it is extremely useful.

Casting RP with more mana increases the duration of the effect, up to a cap of 26 roisaen.