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Cleric thumb.jpgCleric Guild
Halo Targeted Magic spell
Abbreviation: HALO
Prerequisites: Divine Radiance, Major Physical Protection. 20th circle
Slot Cost: 4
Mana Type: Unknown
Spell Type: Unknown / targeted
Difficulty: esoteric
Prep (min/max): 30 / 100
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: Unknown
Duration (min/max): Unknown minutes /
Description: Much as the Divine Radiance and Shield of Light spells solidify lucent energy into solid matter, the Halo spell forms a powerful wall of light that echoes away from the caster. If successful, this force will push foes at close range back, and may even knock them into a daze or send them sprawling. The Undead are especially susceptible to these magics, often suffering wounds at the brunt of the holy energy crashing into them.

The Halo pattern will lie dormant until you are within pole or melee range of an opponent, at which time it will activate. If woven into an Osrel Meraud orb, however, the power held within will not be unleashed until such a time as you are in serious peril, such as being severely wounded or incapacitated.

Alternately, you may infuse mana into the spell pattern and immediately invoke the halo yourself.

Effect: Unknown
Example Messaging: Start: Pinpoints of intense white light erupt from the ether, rapidly streaking and blurring into a blinding whirlwind of luminance surrounding you. The chaotic patterns of light roar and moan like so many lost souls bemoaning their demise.

Refresh: The air around you stirs eerily, caught in an unnatural current highlighted by vestigial strands of spectral light.


Contest Type: magic / reflexes