Lady Merridina's Guide To The Signs Of The Council Of Light
The following guide is a table of CoL signs and their uses. Should you have any additional information on the signs, please send me a scroll at kelly4me@aol.com.
Sign | Effect | Duration | Cost | When Cost is Paid | Notes |
Recognition | See others in CoL | Instant | None | N/A | View ranks in CoL vs. your own. |
Signal | Talk to others in CoL | Instant | None | N/A | Good for Pooh-bah bashing. |
Warding | +5 to DS | 10 seconds/level | 1 Mana | When Invoked | |
Striking | +5 to AS | 10 seconds/level | 1 Mana | When Invoked | |
Clotting | Stops All Bleeding | 10 seconds/level | 1 Mana | When Invoked | |
Thought | Access Amunet | 1 minute/level | 1 Mana | When Invoked | Removing your amulet will stop it. |
Defending | +10 to DS | 10 seconds/level | 2 Mana | When Invoked | |
Smiting | +10 to AS | 10 seconds/level | 2 Mana | When Invoked | |
Staunching | Stops All Bleeding | 20 seconds/level | 2 Mana | When Invoked | |
Deflection | +20 to DS* | 10 seconds/level | 3 Mana | When Invoked | *vs. Elemental Spells, like lightning |
Hypnosis | Calm | short | 1 Spirit | When Invoked | One critter only, subject to warding |
Swords | +20 to AS | 10 seconds/level | 1 Spirit | After Sign Runs Out | |
Shields | +20 to DS | 10 seconds/level | 1 Spirit | After Sign Runs Out | |
Dissipation | +20 to TD | 10 seconds/level | 1 Spirit | After Sign Runs Out | |
Healing | Regen all HPs | Instant | 2 Spirit | When Invoked | |
Madness | +50 AS/-50 DS | 10 seconds | 3 Spirit | After Sign Runs Out | |
Possession | Mass Calm | short | 4 Spirit | When Invoked | All critters, subject to warding |
Wracking | Regen all Mana | Instant | 5 Spirit | When Invoked | Must hide if non-CoL present. |
Darkness | Return to CoL1 | Instant | 6 Spirit | When Invoked | Can not use if any non-CoL present, even if hidden or invisible. |
Hopelessness | Kills you dead..... | Didn't Test....... | N/A | Permanent! | Don't Use IT! |
Where sign of darkness takes you depends on where you are in the lands. Normally, you end up in Council Chambers in the bathhouse. On Teras Isle, you're returned to the old manor on the west side of town. In Shadow Valley, you're returned to the ledge at the crevice. In IceMule, you're sent to the southeast of town on GiantMan Road. In River's Rest, you're returned to the dark alley just northeast of the bank. I'm not sure if it works in Pinefar, yet.
1Please note that you run the risk of being punished, i.e. losing your powers for a length of time (usually 20, 30 or 60 minutes) if you let any non-CoL members see your spirit drain below half of what you normally have. It's important to remember what signs you are running at all times. If you wrack, then your sign of swords runs out later, you have a chance of someone seeing that shouldn't, or killing yourself all together if you drain to zero spirit. Spirit death is costly, usually you'll insta-decay and it will cost you two deeds as well.