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  • 3:52 pm, Oct 2, 1518 · Afternoon · Heading toward evening Alyrian time
  • 95% Base spell regen
  • West Beltane and Underground Lava Worldgates

Hlegmal's Tavern in the ticker is the latest imported kill — not who is on stage now. Details

Updated when gossip is imported, not a live feed.

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QUICKSAND

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Spell details

  • Geomancy spell (50% complexity)
  • (No Specific Target) target, 4 second cast time
  • Cooldown: 240 seconds (2 uses triggers)
  • Classes granted this spell: Archon
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 3.0 practices per percent learned.
  • Tags: Combat-utility
  • Spell Points Required: 123
  • Default affect duration: 1 + 1/60 caster levels [For you: 4 minutes] [Max: 8 minutes
  • Consumes 5 water reagents when cast.
  • Skill Power: Every point of skill power correlates to 10 stamina drained whenever anyone attempts to leave the quicksand.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • This spell can be cast without a spellbook.
  • This spell's affect cannot be dispelled.
  • This spell cannot be used in a room that prevents traps.
  • This spell produces an area affect.
  • This spell requires that nobody associated with its usage is in combat.
  • This spell is elemental in nature.
  • Your master-religion must be equal to Ithrilis, the Power of Water to use this skill.
  • Your master-religion must be equal to Ithrilis, the Power of Water to use this skill.
  • 'quicksand' is available for practice from the shop: 'a Resident Priestess of Ithrilis' Lessons - Xaventry'.
  • 'quicksand' is available for practice from the shop: 'a Long-Finned Battlemaster's Meditations - Darksea'.

Name

quicksand — prevents all movement away from the affected room

Synopsis

cast 'quicksand'

Description

This spell will transform the room it is cast in into a pit of quicksand, which will prevent nearly all movement and fleeing away from the room. The rate at which people may escape is based on the fleeing entity's agility. Attempting and failing to leave quicksand will result in a short period of discombobulation.

Quicksanded rooms can be dug in, even if they cannot be normally.

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