Albreda's Balm

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Bard thumb.jpgBard Guild
Albreda's Balm Cyclic spell
Abbreviation: ALB
Prerequisites: Damaris' Lullaby or Misdirection, 30th circle
Slot Cost: 2
Mana Type: Elemental Magic
Spell Type: cyclic / debilitation, utility, area of effect
Difficulty: advanced
Prep (min/max): 5 / 25
Skill Range (min/max): 250 / 1000
Valid Spell Target: Area
Duration (min/max): Indefinite
Pulse Timing: 18 seconds
Description: This spell blankets the area around the magician with soothing calm. Should he weave the magic with enough charm and skill, it will pacify anything that attempts to engage him in combat. Though dangerous in other ways to them, Albreda's Balm also has a following among Empaths, for it allows them free passage through places where they would otherwise be set upon by wild beasts.
Effect: AOE calm.
Example Messaging: Prepare:
You hear the soft humming of Albreda's Balm in your mind, as you trace your finger along mana streams around you in introduction.

Cast:
You give sudden voice to the soft humming that dances in your thoughts, as you release an accompaniment of elemental water into the piece. Your humming continues to increase in volume, punctuated by glottal stops.

Pulse:
The strong notes of Albreda's Balm fall from your lips in a light, skipping rhythm that is almost chanted, punctuated by sustained vocalizations at the end of each phrase. You sense that your enchanted voice has soothed <Player>, a ship rat, a ship rat, a ship rat.

Successful resist:
You feel a balming warmth surround you. Setting your jaw, you manage to resist the call of the alluring enchante.

Failure to resist effect:
You feel a balming warmth surround you and find it hard to be aggressive.

Effect wearing off:
<Player> suddenly looks rather less content with life in general.
A ship rat suddenly looks rather less content with life in general.

Contest Type: charm / willpower

Notes

  • Calms all players and creatures that are engaged to you.
  • Can be CAST CREATURES to affect all creatures in the room instead.
  • Can be CAST AREA to affect all players and creatures in room instead.
  • Cannot be cast in extremely deep water.