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 / 36
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.

You sense the spell's pattern begin to take effect, but its fragile form is swiftly dissipated by the abundance of Life mana already flooding the area.

Devices/Tattoos: No devices or tattoos documented.

Notes

It is common practice to cast Refresh or Zephyr (via an imnera runestone) 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. When cast in a room that already has good life mana, the effect is typically more helpful to lower-circle Empaths than to higher ones. In invasion situations or when an ad-hoc healing area is otherwise required, it is extremely useful.

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

This spell, when cast while suffering Empathic Shock, will drain the Empath (and his or her group's) fatigue, but will not raise the life mana in the area.