Serenity
Rank: Ultimate
Type: Instant
Cost: 5 turns, 200,000 MP
Effects
- Chance of dispelling some/all enchantments on target.
- This spell (currently, many discussion on serenity ongoing all the time) targets all enchantments (from yourself, for your benefit; from others, trying to damage you) indifferently.
- Serenity can be blocked like any other spell
- Serenity is most-effective on mages of lower spell level
- Serenity is more effective at higher spell level (removes more enchantments) - before casting, getting Magic Favour is a good idea.
- Serenity is less effective when there is a large power-difference (gap in ranks) between caster and receiver
Serenity and the Decalogue
- the spell can be used by green mages only
- the spell can be used in several ways:
- to remove enchantments on an enemy mage before you attack (e.g. get rid of a green's Plant Growth)
- to remove enchantments on a friend to save him/her from damage by enemies (e.g. get a rid of a Death and Decay)
- to remove a lot of enchantments on yourself at once (expensive in m.p. - but fool proof).
- the decalogue (and the admins) allow the following uses of the spell
- Serenity on an enemy, followed by an attack
- Serenity on an ally
- Serenity on a guild mate
- Serenity on a allied guild member
- Serenity on yourself (duh)
Not allowed is: - Serenity from a non-guilded (ND) mage on a non-ally, to remove third-party enchantments. - Serenity from a guilded mage on a member of another, non-allied guild (being a member of a guild does not grant you the rights to do serenities on anyone.