You cast it and it lasts indefinitely (24 hours max due to system limits) as long as you are able to maintain regular attunement costs that pulse approximately every 15 seconds. You don't have to actively do anything to maintain it, the cost is automatically deducted from your attunement each pulse. You can cast other non-cyclic spells freely, although you have to balance the attunement costs obviously. Only one cyclic at a time, however.
-Evran
Gay, geeky, and a little bit cheeky.
MOOK1
MOOK1
Re: Official Guardian Spirit Magic 3.0 Post
04/15/2011 02:38 AM CDT
Actually, I should clarify that. If you have a feat, it will drain directly from your attunement. Without the feat it will drain from your held mana or a cambrinth, which does require active maintenance to sustain.
This is one of the main differences cyclic has from current enchantes.
-Evran
Gay, geeky, and a little bit cheeky.
This is one of the main differences cyclic has from current enchantes.
-Evran
Gay, geeky, and a little bit cheeky.
SARKRANIS
Re: Official Guardian Spirit Magic 3.0 Post
04/15/2011 02:38 AM CDT
>>Thife: forgive my ignorance, but cyclic is 3.0 talk for having to constantly recast it right?
>>Illiena: Cyclic spells are spells that continually pulse. Whenever they pulse, they need mana to fuel them. This mana can come from cambrinth, or from mana you're holding, or directly from your attunement (although you'll need to spend a spell slot on a technique to unlock that last one). The pulses will probably happen about 3 or 4 times a minute (basing this guess off of enchantes, which are what cyclic spells are based on).
>>If you have the attunement technique (Raw Channeling), then a cyclic spell can be the ultimate fire and forget. You cast a Guardian Spirit, and then every so often it sucks a little of your attunement, but it doesn't require any action on your part. As long as you don't run out of attunement (which you shouldn't unless you enter a particularly poor mana room or blow a lot of it on other spells), your spirit will never leave your side.
"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan
>>Illiena: Cyclic spells are spells that continually pulse. Whenever they pulse, they need mana to fuel them. This mana can come from cambrinth, or from mana you're holding, or directly from your attunement (although you'll need to spend a spell slot on a technique to unlock that last one). The pulses will probably happen about 3 or 4 times a minute (basing this guess off of enchantes, which are what cyclic spells are based on).
>>If you have the attunement technique (Raw Channeling), then a cyclic spell can be the ultimate fire and forget. You cast a Guardian Spirit, and then every so often it sucks a little of your attunement, but it doesn't require any action on your part. As long as you don't run out of attunement (which you shouldn't unless you enter a particularly poor mana room or blow a lot of it on other spells), your spirit will never leave your side.
"PHA = Healer Union. They charge for healing based on your injuries. We will now pause while everyone gives their opinion on this." -- Teilan