Emuin's Candlelight

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Necromancer thumb.jpgNecromancer Guild


Emuin's Candlelight
Abbreviation: EMC
Prerequisites: Must be Redeemed, Solace
Signature: Yes
Spell Slots: 3
Ward Slots: This spell uses 1 ward slot when cast by Necromancers.
Mana Type: Arcane Magic
Spell Type: standard / augmentation, warding
Difficulty: intermediate
Prep (min/max): 15 / 100
Skill Range (min/max): 80 / 800
Valid Spell Target: Self
Duration (min/max): 10 minutes / 40 minutes
Justice: Unknown
Corruption: Unknown
Description: Emuin's Candlelight is a spell that will cultivate your sense of self-preservation. Moreover, it will absorb most kinds of potential damage to your body, returning it to you as fiery atonement over time. In certain ways, it aptly encapsulates the precarious fact of Redemption itself: incaution and hubris ever bring their own punishments.
Effect: +Evasion skill, staggers incoming damage over time
Example Messaging: 1st person:

>cast
You clench your fists, pressing your fingernails painfully into your flesh.
When you reopen them, a benign candlelight falls across your palms, though there is no flame. You are pervaded by indistinctly sweet memories as well as a presentiment of peril.

3rd person:
<Necromancer> clenches his/her fists.
When he reopens them, an eerie candlelight falls across <Necromancer>'s palms, though there is no flame. The flickers cast ghoulish, metamorphosing shadows all around him/her.


Delaying damage:
Your hands glimmer with orange light.

Releasing stored damage:
A scourging heat <parches> your right arm.

>release emc
A scourging heat <chars> your right arm.
A scourging heat <singes> your chest.
A scourging heat <parches> your abdomen.
A scourging heat <parches> your abdomen.
A scourging heat <scorches> your right hand.
A scourging heat <sears> your left arm.
Your protective candlelight is snuffed out.

Devices/Tattoos: No devices or tattoos documented.


Notes

  • Higher potency casts staggers damage over a longer time.
  • No wound reduction occurs. Defers both physical wounds and the vitality damage those wounds caused. There is no cap on how much damage EMC will hold.
  • The pulse message will indicate how much damage is being released.
Severity Damage Release Message
1 parches
2 singes
3 scorches
4 sears
5 chars
6 burns
7 immolates
  • Like all other Anabasis spells, this is not taught by the various guildleaders.
  • Like all other Anabasis spells, this spell only functions while Redeemed.
  • Casting this spell inside a standard justice zone generates Social Outrage.
  • 2021 Barrier Review Notes: Bug that allowed incoming damage to be magnified by the damage storage mechanic has been squashed. Damage is now capped based on Potency and once capped will not accept more damage until some has drained away (note: Evasion buff still works in this state). Letting the spell drop or having it dispelled no longer causes all the damage to hit immediately, instead you'll get an "enhanced" damage burst (equivalent to a few drain pulses in a row), and then after that the remainder of the damage will drain away at a normal rate.

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