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Players Online:
33
Quests:
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Bounties:
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P
Palladium of sanctity
Page of competence turning
Passage of dark summoning
Passage of the bleeding moment
Persuade
Petrify
Plane of safe housing
[ Palladium of sanctity ]
Usage: cast 'palladium of sanctity' target
Usage: invoke 'palladium of sanctity' target
Palladium of sanctity enshrouds a target in a field of holy protection for a
short period of time. While within this field, the target is nearly
invulnerable to physical damage.
The priestess attempting to use this sanctity must be of perfect alignment.
In addition, the effectiveness of the sanctity is based on the combined power
of the user's intellect and wisdom. The constitution of the user is the
determining factor is how long the field of protection lasts and how fast the
recovery time is before the priestess can use another sanctity.
[ Page of competence turning ]
Usage: invoke 'page of competence turning'
Usage: cast 'page of competence turning'
When shall the page of competence turning be used? Few decisions are as hard
for the wizard as this one.
Page of competence turning, can affect the wizard and his or her followers
with as much force as it can affect the enemy. But great is the power of this
spell. And so are the costs, both in draining of mana or spirit and draining
of competence.
The duration of the turning is based on the wizard's constitution. The recovery
time, before pulling another page from the planes, is based on the wizard's
wisdom.
[ Passage of dark summoning ]
Usage: cast 'passage of dark summoning'
Usage: invoke 'passage of dark summoning'
When a necromancer reaches mastery of their sect, they can realize beings into
existence by will alone. This passage is just that: the summoning, the creation,
which labels necromancers as "dark creators". Of all the passages, this one
yields the greatest toll. In addition to the massive drain on the necromancer
when casting or invoking this passage, the recovery period that must pass
before another passage can be read is extreme. Little is known about the
creatures which are summoned by this passage, except that they embody the power
of their necromancer masters.
[ Passage of the bleeding moment ]
Usage: cast 'passage of the bleeding moment' target
Usage: invoke 'passage of the bleeding moment' target
Usage: cast 'passage of the bleeding moment' (when already in battle -
targets opponent)
Usage: invoke 'passage of the bleeding moment' (when already in battle -
targets opponent)
The passage of the bleeding moment is but one of the necromancers sacred
passages. It is but one passage, but it is one of great potential. What
great potential means here is that the passage alone is not of any great
importance. In fact, the passage of the bleeding moment is nearly useless in
the hands of the novice, it grants the user nothing of consequence in return.
Yet when in the hands of a necromancer of substantial size, the bleeding moment
can return great rewards.
The passage of the bleeding moment is a passage when cast or invoked attempts
to drain a target of their life-force for a mere moment in time. In that single
moment, the energy from the target is absorbed into the user of the passage.
Because this moment is fleeting, the power of the passage is based on the user's
speed, in addition to his or her wisdom. The faster the necromancer can weave
the passage and drain the target, the more full the affects will be of the
passage. The amount of bleeding that takes place is concluded from the
necromancer's current health. Therefore a strong necromancer can bleed a target
for massive amounts of energy, yet a fragile necromancer gains little or
nothing at all. Due to the quickness of the passage, necromancers have often
woven this spell and taken shelter before their target has an inkling of an
idea of what had just passed.
The life-force that is drained from the target is in the form of mana, spirit
and endurance. Oddly enough, the bleeding moment drains the target of no health
at all. This has been a curious issue for decades. Even now the most highly
praised necromancers are baffled by this phenomenon, but perhaps there is
reason behind this madness ... somewhere.
[ Persuade ]
Usage: persuade target
Also known as the power of suggestion. Persuade is a spell that grows in
power over time. As the caster gains more experience in the world and
increases in skill level, it has been rumored that persuasion can tame even
the most fierce beasts. Persuasion attempts to control the mind of the target
allowing them to be controlled completely through, 'order'. However, it is
rumored that most casters are unable to persuade those beings more powerful
than themselves.
For more information, see 'help order'.
[ Petrify ]
Usage: invoke 'petrify' target
Usage: cast 'petrify' target
Usage: invoke 'petrify' (when already in battle - targets opponent)
Usage: cast 'petrify' (when already in battle - targets opponent)
Although rarely seen, and only usable by those who have mastered their magic
or mind, it's possible for a being to cause someone to be completely petrified.
Petrification uses the power of the mind or magic to persuade someone or
something into believing they are much more powerful than they would normally
appear, thus, sending the being into a state of shock, rendering them unable
to move for a short duration. Petrification is quite powerful, although the
paralysis instilled by this spell does not last long. The success and recovery
time of petrify is determined by the caster's/invoker's wisdom versus the
target's constitution.
[ Plane of safe housing ]
Usage: cast 'plane of safe housing'
Usage: invoke 'plane of safe housing'
Plane of safe housing is a temporary barrier which encloses a small area in
safety. This spell can be useful in a number of scenarios, one of which
is that of temporarily protecting a group of individuals from hostiles.
The duration of the safe housing is based on the user's constitution. The
recovery allowing another planar power is based on the user's wisdom.
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