Renaissance Spells Status:

[Draft 6: Dec 1, 97]

[link to Draft 5: Oct 28, 97]

General Notes:

- Chant (multicaster) spells are currently a little tricky to cast. Note the following:

- A prism must be on the ground nearby to initiate or join a chant.
- As the chant progresses, lots of mana will be continually drained. The amount drained will be lowered a bit.
- As each caster continues to chant, spellpower will periodically be stored up in the prism.
- When the total spellpower exceeds the amount needed for the spell, and the number of casters equals the number of sides that the prism has, the spell will fire.
- Known bug: If you run out of mana and therefore stop chanting, things get left in a wierd state:

- your trance flag will be stuck on, so you won't be able to cast anything else until you log off and log back on.
- Also, the prism still thinks you're a caster, so the spell may never fire (since you have to have exactly the right number of casters for it to work). Once this has happened, the prism is permanently messed up and you have to try again with a different prism.

- Summoning spells (wall of whatever, reflection, evil twin, etc) don't have a common object limit. Some of the spells have an individual limit (two walls of lightning, two walls of fire) but they are independent from one another.

Individual Spell Status:

Faren:

Wall of Bramble: Player/monster takes damage while walking through it, but not if standing stationary.

kod details:

- level: 2
- mana: 10
- vigor: 10
- trance: 4 seconds
- reagents: 1 kriipa claw
- type: summoning
- increase chance: 25
- outlaw: yes
- teacher: miriana
- damage: 1-5 points
- duration: lasts 150% as long as a firewall object, though is attackable, with 10-20 hp depending on spellpower.

art needs:

- dead one-view

status:

- A dead wall of bramble has no art, so it looks like a dead ant (ugh). Need new art, or need to make it simply disappear, no corpse.
- There is currently no limit to the number of bramble objects in a room (bad!)

Web: The floor is covered with a sticky substance, and any player or monster (except spiders) who walks through it may get stuck (3x3 square of hotplates). While stuck, player can turn, attack, cast spells, but cannot move. Web objects are visible on ground, and a stuck player has a graphical overlay of webbing on legs and feet. Chances of getting stuck and duration are proportional to spellpower.

kod details:

- level: 3
- mana: 15
- vigor: 10
- trance: 3 seconds
- reagents: 1 web moss (of course)
- type: summoning
- increase chance: 25
- outlaw: yes
- teacher: tendrath (new ghost npc)
- duration: stuck players held for about 2/3 the duration of the hold spell. web objects stick around (ha!) for about 2/3 as long as firewall objects.

status:

- no player web overlay when stuck
- when a player is stuck, there's a wierd jerking effect when they turn (the wierd jerking effect when they try to move is unavoidable).

Wall of lightning: Similar to Wall of fire, but extremely damaging. Hurts players who walk through or stand in. Very damaging to players wearing/using metal objects.

kod details:

- level: 6
- mana: 25
- vigor: 10
- trance: 5 seconds
- reagents: 1yrxl sap, 4 herbs
- type: summoning
- increase chance: 25
- outlaw: yes
- teacher: tendrath (new ghost npc)
- duration: lightning objects stick around 2/3 as long as firewall objects.
- damage: 150% that of a firewall, 200% if the player is holding anything metal.

status:

- functional

Kraanan:

Deflect: Personal enchantment (can target other players). Damage from any faren spell has a chance of reflecting onto that spell's caster (chance based on spellpower, and is never more than 75%, to prevent someone from casting it then standing in a firewall without fear of harm).

kod details:

- level: 4
- mana: 20
- vigor: 10
- trance: 10 seconds
- reagents: 2 solagh, 1 kriipa claw
- type: Personal enchantment
- increase chance: 35
- outlaw: no
- teacher: tendrath (new ghost npc)
- duration: 20 - 40 seconds
- damage: reflects 50%-75% of faren spell damage done to enchantee onto original faren caster. (and no damage is done to enchantee)

status:

- name changed from 'reflect', to avoid confusion with 'reflection'
- deflected projectiles look funny.

Hunt: Chant spell. Principal chanter says the name of a murderer while chanting. After the spell fires, the hunted player acquires an enchantment which periodically tells the principle chanter his location, and as long as the enchantment lasts (proportional to spellpower and number of the murderer's pks) the principal chanter is notified every time the hunted player changes rooms. The hunted player is notified that s/he's being hunted. If the hunted player logs, the enchantment is paused (as normal) and its remaining time is multiplied by 1+piLogoffPenaltyCounter. If the hunted player tries to hide out in a non-pk safe zone, for every second spent there that second adds to the enchantment's duration, rather than subtracting from it. If the hunted player is online but the principal chanter is not, the enchantment is paused.

kod details:

- level: 5
- mana: 50
- vigor: 50
- trance: 2 hours
- reagents: 4 kriipa claws
- type: chant, personal enchantment
- increase chance: 50
- outlaw: no
- teacher: Tendrath

status:

- need to see if penalties for logging or hiding in a safe zone (as described above) have been implemented and work correctly.

Shatterlock: Chant spell. If the principal chanter holds trance in close proximity to guild-protected door, the spell will eventually open it. The chant time varies inversely with the number of guild members logged on at the time the chant is initiated.

kod details:

- level: 6
- mana: 50
- vigor: 50
- trance: 5 hours - 20 minutes (inversely proportional to number of guild members logged on)
- reagents: 4 kriipa claws
- type: chant, sorcery
- increase chance: 50
- outlaw: yes
- teacher: Jonas

status:

- functional

Jala:

Jig: Forces all players in room to dance, preventing them from using items, running, casting spells, or attacking. Paralyzes all monsters while this silliness is going on.. Lasts as long as bard holds trance.

kod details:

- level: 4
- mana: 10 with upkeep of 10
- vigor: 10
- trance: perpetual
- reagents: 1 diamond (a miniature disco ball - what else?)
- type: Room enchantment
- increase chance: 40
- outlaw: no
- teacher: parrin arrogone (minstrel)
- duration: as long as caster holds trance

status:

- forces all players to unuse all items, which has unfortunate consequences for necromancers and hunters, as well as immediately dispelling the spell, since the bard has unused his/her instrument!
- need to verify that monsters are paralyzed during all this silliness.
- polish: would be nice if monsters did their walk animation while jigged.

Mana Convergence: All spellcasters in room receive a bonus to spellpower. High mana drain to upkeep the song.

kod details:

- level: 5
- mana: 15 with upkeep of 15
- vigor: 10
- trance: perpetual
- reagents: 1 cut seraphym
- type: Room enchantment
- increase chance: 40
- outlaw: no
- teacher: parrin arrogone (minstrel)
- duration: as long as caster holds trance
- spellpower bonus: 25% of mana convergence's spellpower is added to all casters' spellpowers.

status:

- functional

Riija:

Feign Death: Caster looks like a corpse (name disappears) as long as s/he holds trance. Also sends a fake death notice, but only to the yell-list. Player can walk, and is attackable (neither of these break the trance). Lowers viewpoint to just above the ground.

kod details:

- level: 1
- mana: 5 with upkeep of 5
- vigor: 10
- trance: perpetual
- reagents: 2 solagh
- type: personal enchantment
- increase chance: 40
- outlaw: no
- teacher: riija monk?
- duration: as long as caster holds trance

status:

- under some circumstances, the spell only seems to last for a fraction of a second. Need to narrow down when this happens.
- viewpoint doesn't drop to the ground

Evil Twin: Creates a reflection of target player who will immediately attack his/her original. An evil twin is stronger than a reflection, but there can only be one twin of any given player in a room at a time. The evil twin cannot tell the difference between its original and any other reflections which may be present. Similarly, reflections cannot tell the evil twin apart from the original or other reflections (unless the twin attacks it). The caster must hold trance to keep the spell active.

kod details:

- level: 5
- mana: 20 with upkeep of 20
- vigor: 15
- trance: perpetual
- reagents: 3 firesand, 3 rainbow fern, 3 uncut seraphym
- type: summoning
- increase chance: same as reflection
- outlaw: no
- teacher: lich queen venya'cyr
- duration: as long as caster holds trance

status:

- evil twin seems to immediately attack the caster, rather than the target!

Shal'ille

Holy Symbol: Has a chance of frightening undead creatures, making them run away from the caster (each monster checks individually). The percentage chance of frightening is based on the caster's spellpower, the sum of the caster's karma and the monster's karma (e.g. moster: -60, caster:60, percentage bonus=0), and the strength of the monster. If an undead monster fails to be frightened by 25%, it will aggressively pursue the caster (hatred=caster's karma).

kod details:

- level: 2
- mana: 8
- vigor: 2
- trance: 2 seconds
- reagents: 2 herbs, 2 elderberry
- type: sorcery
- increase chance: 15
- outlaw: no
- teacher: shal'ille priestess

status:

- functional

Final Rites: Damages all undead creatures in a room (including necromancer players). Requires a fairly lengthy trance.

kod details:

- level: 5
- mana: 20
- vigor: 15
- trance: 10 seconds
- reagents: 2 emeralds
- type: sorcery
- increase chance: 20
- outlaw: no
- teacher: shal'ille priestess or Miriana
- damage: 10-20 (scales by target's karma and spellpower)

status:

- functional

Bond: Chant. Targets a non-number item. When the spell fires, the item is now semi-permanently 'bonded' to whoever is holding it at the time (if it's on the ground, it defaults to the caster, and if the item is destroyed in the interim the spell fizzles). If the player loses the item, s/he will recieve periodic notification of where it is (in a location, in a player's inventory, etc.). The item may not be placed in a vault or chest. If someone other than the item's true owner logs off with it in possession, it drops to the ground. It is never auto-disposed. Each player may have exactly one bonded item at a time.

kod details:

- level: 6
- mana: 50
- vigor: 50
- trance: 3 minutes
- reagents: 2 polished seraphym
- type: chant, sorcery
- increase chance: 50
- outlaw: no
- teacher: Miriana

art needs:

- spell list icon

status:

- functional, but needs rigorous testing.

Qor:

Poison Cloud: Similar to fog, except moving through or standing in the cloudy area may poison player (no effect on monsters).

kod details:

- level: 4
- mana: 20
- vigor: 15
- trance: 5 seconds
- reagents: 2 shaman blood
- type: summoning
- increase chance: 20
- outlaw: oh, yeah.
- teacher: lich queen
- damage: poison.

status:

- functional

Blood Inheritance: chant. Cast on an item. Erases a bond (see Bond, above). Requires a lengthy trance.

kod details:

- level: 5
- mana: 200
- vigor: 50
- trance: 5 seconds
- reagents: 1 solagh, 2 shaman blood
- type: chant, sorcery
- increase chance: 35
- outlaw: no
- teacher: lich queen

status:

- functional

Death's Door: Chant spell. When the spell fires, it creates a one-way portal at the prism's location which leads to the main plaza of Brax.

kod details:

- level: 4
- mana: 30
- vigor: 40
- trance: 2 hours
- reagents: 2 shaman blood
- type: chant, sorcery
- increase chance: 25
- outlaw: no
- teacher: lich queen

status:

- functional