Manifest Force
From Elanthipedia
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| Abbreviation: | MAF | |
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| Prerequisites: | Ease Burden | |
| Minimum Prep: | 10 | |
| Casting Cap: | 70 | |
| Valid Spell Target: | Self, Others | |
| Description: | The Manifest Force pattern simply attempts to channel spell energy into a brute physical force. While it lacks the finesse necessary for any kind of assault or delicate manipulation, it can serve as an effective barrier against attacks. The barrier absorbs a portion of incoming blows, but suffers structural damage in the process.
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| Example Messaging: | Casting: The air around you shimmers with a blinding yellow luminescence. The scintillating light writhes and twists, abruptly coalescing into a translucent field before blinking out of sight.
Power Perceiving: Your magical senses detect the Manifest Force spell surrounding you with a blinding yellow luminescence. Protecting The air around you solidifies into a dull yellow haze, shimmering beneath the attack. Barrier weakening: The force surrounding you shudders briefly. Spell ending: The air around you shimmers with a weak yellow light that quickly disperses. | |
NOTES
- MaF is designed to facilitate group combat and dull the effect of open rolls.
- The spell is replaceable.
- Levels of barrier power:
- a blinding yellow luminescence (55-70 mana)
- an incandescent radiance (51-54 mana
- a brilliant yellow glow (44-50 mana
- a bright yellow glow (37-43 mana)
- a twinkling yellow glow (31-36 mana)
- a pale yellow haze (24-30 mana)
- a dull yellow haze (17-23 mana)
- a slight yellow flicker (10-16 mana)
- The damage reduction that Manifest Force provides is very potent, capable of exceeding Cage of Light and Minor Physical Protection outside of their specific niches (elemental and undead, respectively). The gotcha of the spell is its ablative nature. It'll protect you wonderfully from that first hit, but its protection can rapidly get stripped away. Comparing it to Psychic Shield or Shear in this regard is reasonable, and the perception message is similar in that it doesn't last for a set amount of time but rather a set amount of attacks.
- Under any kind of sustained abuse, any other damage resistance ability will generally be superior. In the best circumstances, however, it is still capable of providing very powerful absorption. It is also modestly more capable of entirely blocking weaker attacks, so may be appealing to those of you who loathe the single scuff hunting experience.
- Keep in mind that MaF will only be at its most potent when cast on other players. Self cast MaF could still provide more resistance in the right circumstance, but typically if you can cap CoL, it will likely still be the more potent choice. Of course, please experiment and see how you like the feel of MaF. The spells function a little differently, so one may suit a certain play style more than another.
- Under ideal conditions (first hit on a capped cast from another player), absorption is ~25% of the potential damage. (see Related Posts)
| Casting cap is | 70 + |
| Guild association is | Moon mage +, Cleric +, Warrior mage +, Bard +, Paladin +, Empath +, and Ranger + |
| Minimum prep is | 10 + |
| Page type is | spell + |
| Scroll-only spell | true + |
| Spell tier is | 2 + |
| Spell type is | Defensive + |
| Spellbook is | Analogous Patterns + |
| Targeted magic spell | false + |


