Difference between revisions of "Charge staff"

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* <span style="background:black;color:white">eerie </span><span style="background:black;color:purple">magenta</span>
 
* <span style="background:black;color:white">eerie </span><span style="background:black;color:purple">magenta</span>
 
* <span style="background:black;color:white">eerie </span><span style="background:black;color:maroon">red</span>
 
* <span style="background:black;color:white">eerie </span><span style="background:black;color:maroon">red</span>
* <span style="background:black;color:lime">bright green</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:lime">bright green</span>
* <span style="background:black;color:yellow">bright yellow</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:yellow">bright yellow</span>
* <span style="background:black;color:cyan">bright cyan</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:cyan">bright cyan</span>
* <span style="background:black;color:blue">bright blue</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:blue">bright blue</span>
* <span style="background:black;color:magenta">bright magenta</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:magenta">bright magenta</span>
* <span style="background:black;color:red">bright red</span>
+
* <span style="background:black;color:white">eerie </span><span style="background:black;color:red">bright red</span>
  
 
Overcharging is a bad thing, stop when you get to bright red.  If you overcharge some of the built up magic will be lost.
 
Overcharging is a bad thing, stop when you get to bright red.  If you overcharge some of the built up magic will be lost.

Latest revision as of 17:22, 6 April 2010

Charge staff info from help file
No saving throw
Spell duration: 10 rounds
Type of spell: Neutral
Affecting stats: int/wis
Cast type: runes
Spell point cost: 38 -
Spell words: '# !('
The one item every druid requires, is his or her staff. Through this staff, their druidic power is channeled and brought forth into this world. Without their staff, they are unable to channel their power effectively. The staff therefore must be imbued with some of the power of the caster in order to effectively draw the power of nature from the environment. Constant use of the staff, causes it to lose charge. This requires the druid to charge the staff at regular occasions or risk losing much or all of his power at a time when he may need it most.

Usage:

cast charge staff at amount <number>
or
cast charge staff at amount all

Use sensecharge staff to see the charge on your staff. It will say, "The sigla on your Staff of Druids glows softly, shedding an XXX light." The staff charge light progression goes:

  • eerie green
  • eerie yellow
  • eerie cyan
  • eerie blue
  • eerie magenta
  • eerie red
  • eerie bright green
  • eerie bright yellow
  • eerie bright cyan
  • eerie bright blue
  • eerie bright magenta
  • eerie bright red

Overcharging is a bad thing, stop when you get to bright red. If you overcharge some of the built up magic will be lost.

List of things that enhance or grant access to this spell:

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Staff get charged