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	<title>Seize the day - Revision history</title>
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	<updated>2026-04-27T15:58:30Z</updated>
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		<id>https://icesus.org/wiki/index.php?title=Seize_the_day&amp;diff=2581&amp;oldid=prev</id>
		<title>imported&gt;Ezenya: Created page with &quot;Affiliated stats:         Primary: wisdom       Secondary: intelligence        Tertiary: strength This spell is offensive.  This spell is the sorcerers&#039; ultimate tool, the las...&quot;</title>
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		<updated>2019-06-04T12:22:20Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Affiliated stats:         Primary: wisdom       Secondary: intelligence        Tertiary: strength This spell is offensive.  This spell is the sorcerers&amp;#039; ultimate tool, the las...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Affiliated stats:&lt;br /&gt;
        Primary: wisdom&lt;br /&gt;
      Secondary: intelligence&lt;br /&gt;
       Tertiary: strength&lt;br /&gt;
This spell is offensive.&lt;br /&gt;
&lt;br /&gt;
This spell is the sorcerers&amp;#039; ultimate tool, the last resort when everything&lt;br /&gt;
else fails. It is used when there is need to take a hold of the situation,&lt;br /&gt;
sacrificing the one&amp;#039;s whole being to be a tool of magic. This spell origins&lt;br /&gt;
to those days the sorcerers were still servants of the now lost god of&lt;br /&gt;
magic, it was the greatest prayer and form of service one could provide for&lt;br /&gt;
one&amp;#039;s own god. Nowadays it has been though a great reform so that one may&lt;br /&gt;
draw the same powers by controlling the spirits, the minions and pets of&lt;br /&gt;
the fallen god. It allows the caster to use both neutral and benevolent&lt;br /&gt;
spirit at the same time, forcing them to open five portals, such portals&lt;br /&gt;
that if they aren&amp;#039;t controlled properly they will endanger the whole plane&lt;br /&gt;
of existence. The portals open pathways from the other five planes to this&lt;br /&gt;
one and vice versa. From the portals the caster, or actually the caster&amp;#039;s&lt;br /&gt;
spirits are able to ensnare creatures from those planes. Or actully not&lt;br /&gt;
complete creatures, but only some aspects of them, their presence rather&lt;br /&gt;
than their complete strength and corporeal form, the nature of those&lt;br /&gt;
creatures is such that even one roaming freely in the valley would create&lt;br /&gt;
great havoc and destruction. There may be only one set of portals in each&lt;br /&gt;
room, if there are two casters, the other caster joins the other in the&lt;br /&gt;
upkeeping, sharing most of the costs and the more casters there are the&lt;br /&gt;
greater are the monsters which can be ensnared through the portals. If one&lt;br /&gt;
of the casters want to relinquish their upkeep of the portals the caster&lt;br /&gt;
must cast the spell again, if the spell is halted the portals start to&lt;br /&gt;
disappear, no matter who the commander was. The first caster is always the&lt;br /&gt;
owner of the portals, if the first relinquishes the holt then the second&lt;br /&gt;
takes the responsibility to upkeep it. If there are no casters left the&lt;br /&gt;
portals start to vanish, also drawing every monster towards them. &lt;br /&gt;
&lt;br /&gt;
Luckily the monsters want to escape back to their own dimensions rather than trying&lt;br /&gt;
to break free of the casters bond and attacking the casters. At the&lt;br /&gt;
beginning when the portals come to exist they will most likely draw one&lt;br /&gt;
monster with them, after that there is chance to draw another one, and a&lt;br /&gt;
smaller chance to ensnare third and so on, there is no limit how many&lt;br /&gt;
monster there may be though the upkeep and magic consumption naturally&lt;br /&gt;
grows with every monster. There is a small upkeep at keeping the portals&lt;br /&gt;
intact and along with that a small drain every time one of the monsters&lt;br /&gt;
deal damage: they must take partially corporeal form at the time they&lt;br /&gt;
strike their opponent, otherwise their ethereal claws would just strike&lt;br /&gt;
though them, without damaging anything. The more monsters there are the&lt;br /&gt;
more cost effective the spell is. &lt;br /&gt;
&lt;br /&gt;
The sorcerers are naturally unaffected by&lt;br /&gt;
this spell, the monster home by energy patterns every living being leaves&lt;br /&gt;
behind, and the sphere of warding will protect other players from it.&lt;br /&gt;
Trying to cast other benevolent or neutral spell will probably break the&lt;br /&gt;
spell, the confusion the commanding a new spell will break the spirits&amp;#039;&lt;br /&gt;
delicate concentration of the upkeeping and maintaining the portals and&lt;br /&gt;
therefore breaking the portals. &lt;br /&gt;
&lt;br /&gt;
This spell is related to elemental Magic.&lt;br /&gt;
&lt;br /&gt;
[[category:spells]][[category:sorcerer spells]]&lt;/div&gt;</summary>
		<author><name>imported&gt;Ezenya</name></author>
	</entry>
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