Renaissance Spells Status:

[Draft 6: Dec 1, 97]

[link to Draft 5: Oct 28, 97]

General Notes:



Individual Spell Status:
Faren:

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

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.

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.


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).

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.

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.


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.

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


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.

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.


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).

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

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.


Qor:

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

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

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.