Spell Descriptions
#1
Posted 22 September 2004 - 09:02 PM
Divine Light - It is often said that one's faith can be like a beacon of light - guiding those who are lost and pushing back the forces of darkness. Skilled clerics can manifest this faith into an actual beam of shimmering light, giving hope to their friends and allies while, at the same time, blinding their enemies.
Wrath of the Gods - Though it is true that most deities choose to leave mortals to their own devices, in times of great need a cleric can call forth a small fraction of their god(s) might. However, even this small amount of raw power can be enough to cause significant damage to those that dare to oppose the cleric brother-hood.
Righteous Fury - Taking Holy Might one step further, a Cleric can cause a sudden lift in spirits to friends and allies. This burst of hope often manifests itself into both weapon and body, vastly increasing the strength, agility and ferocity. Not only does it boost the combat-skills of its target but it has the strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt.
Blessed Force - An aura of good and righteousness often follow Clerics wherever they go. However, skilled Clerics can eventually learn to "lend" their auras to companions and allies. This often leads to the increase of resistance to weapons as well as an aid to unclouding the mind of faulty ambitions.
Almighty Retribution - Not all of a Cleric's job is to serve and help the weak - a small fraction of it is to also stop and punish those who wish to do wrong. A sound mind and untainted faith can allow Clerics to bolster the already existing auras around his/her comrades. Though it does not directly punish wrong-doers, it gives the devices from which others may carry out punishment in justice's name.
Blessed Haste - More experienced Clerics possess an innate ability to increase the morals of peoples with so much as the uttering of a few words. This ability can eventually be fused with raw magics to create a terrifying spell, capable of increasing reflexes and reaction times, turning even the most unadept warriors into forces to be reckoned with.
Consecrated Embrace - The main goal of clerics is to help those in need or in pain - releasing the undead of their immortal shackles is very much a part of that. Through an undying bond with their deity, a cleric can borrow their power and grant it to themselves and allies, increasing their effectiveness in dispatching undead minions.
Recall - Through intense meditation, Pacifists can actually bend space to their will (of course, with help from their deity). However, in order for this "teleportion" to be succesfully, there must be complete silence; distractions must not be present lest the spell go astray. In addition, a Pacifist's body must be clear of all cuts, scrapes and other injuries - the process of moving so quickly requires that a body be totally healthy lest tremendous consequences befall the user upon arrival.
Create Food/Water - Pacifists are known for their nomadic life-styles, sometimes spending days (or even weeks) in the wilderness with little food or water. As such, most Pacifists have developed the ability to ask of their deity provisions for themselves and others as they journey - a skill that proves highly useful for keeping healthy and battle-ready.
Soothe - All pacifsts are given the divine ability to heal the sick and pained. At no cost to themselves, they can safely mend broken bones and bandage cuts. However, without aid of magic, the healing can only be so effective and can be quite time consuming if relatively large wounds must be healed.
Salve - When a Pacifist combines thier natural ability to mend wounds along with magics, their healing power increases greatly. Most Pacifists learn this spell as quickly as possible as it greatly helps their goal of helping those in need and releasing the tortured souls held within the bodies of the undead.
Departure Undead - It should pain a Pacifist to no extent when they come across an undead creature. To them, an undead creature is the direct manifestation of pain and torture. Their duty to help all those in need drives them to dispatch as many as they can, finally freeing their pained spirits. As such, the experienced Pacifists of the realm have developed a spell that channels their power into a truly awesome force of white magic, devastating to the undead.
Lesser Pact - A Pacifist is granted the natural protection of their deity, protecting them from malicious acts of other mortals. However, an experienced Pacifist can often lend their "gift" unto others. This prevents them from being attacked from people but, at the same time, prevents them from doing the same - often a fair trade-off.
Greater Pact - A step up from Lesser Pact, a Pacifist can totally grant people protection from those that would do harm to them - both people and monsters. However, such a power comes at a price and the ability to retaliate must be given up for the spell to take effect.
Subdue - One of the first spells that a Pacifist learns in order to actively stop the violence and hatred so plentiful in the realm, Subdue cannot alone stop the fighting between two but is able to deter them by decreasing the effectiveness of the weapons on both sides.
Shield Self - A Pacifist is not at all concerned with mortal monsters of this realm and leave them alone to their own workers even if those workers happen to be attacking the Pacifist itself. Quickly seen as a problem by the Pacifist-brotherhood, they soon developed this spell, extending the protection granted to them by deities to also protect them from monsters to a certain degree.
Justice Zone - This spell is reservered for the most expereienced Pacifists of this realm. By totally immensing themself into deep meditation, a Pacifist can extend their aura to a certain radius. All those caught in this aura find that their attacks against one another are deemed worthless and they are punished for their wrong-doing in a fitting way by the Pacifist's deity. However, the amount of concentration required to keep this spell effective restricts the Pacifist from moving at all until the aura is taken down and returned to its former form.
#2
Posted 22 September 2004 - 09:52 PM
Main crits:
Crane
Europa
Don't kill the
#3
Posted 22 September 2004 - 10:21 PM
Julius 1 alt
#4
Posted 23 September 2004 - 12:30 AM
#5
Posted 23 September 2004 - 04:36 AM
#6
Posted 23 September 2004 - 08:46 AM
Excellent work!!!
#7
Posted 23 September 2004 - 01:07 PM
#8
Posted 23 September 2004 - 07:07 PM
#9
Posted 23 September 2004 - 08:20 PM
Julius 1 alt
#10
Posted 24 September 2004 - 07:16 AM
but it has the strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt.
Does righteous fury actually do that? Last time I chekced it only buffed you and your party and didn't debuff the enemy. I could be wrong though.
giving hope to their friends and allies while, at the same time, blinding their enemies.
Again, does divine light do that? Isn't it the spell that you just click on the enemy and their hit rate decreases? I don't recall it giving and buff that gives boosts morale or whatever.
As I said, they are only small problems, and apart from that they are decent and well written.
#11
Posted 24 September 2004 - 01:08 PM
its just saying that its giving you hope "better chance" of surviving one of its blows or dodging it.. hope is a term that gives the player confident, or to help them out in surviving a battle.giving hope to their friends and allies while, at the same time, blinding their enemies.
Again, does divine light do that? Isn't it the spell that you just click on the enemy and their hit rate decreases? I don't recall it giving and buff that gives boosts morale or whatever.
As I said, they are only small problems, and apart from that they are decent and well written.
#12
Posted 24 September 2004 - 01:09 PM
Main crits:
Crane
Europa
Don't kill the
#13
Posted 24 September 2004 - 10:58 PM
Last time I chekced it [righteous fury] only buffed you and your party and didn't debuff the enemy. I could be wrong though.
I think the key-word in the description is "lesser" enemies. Obviously, if you're faced against unsurpassable odds, you can cast RF all you want and it won't change the out-come.
Isn't it [divine light] the spell that you just click on the enemy and their hit rate decreases? I don't recall it giving and buff that gives boosts morale or whatever.
If there were a bar labelled "moral", I'd probably have to agree with you. ^^ However, when an allied Cleric casts Divine Light, surely, it's a good sign, no?
#14
Posted 24 September 2004 - 11:31 PM
#15
Posted 27 September 2004 - 11:14 PM
Main crits:
Crane
Europa
Don't kill the
#16
Posted 27 September 2004 - 11:44 PM
#17
Posted 02 October 2004 - 07:23 PM
Panther: MyCrit is a panther. He/She has a gleaming coat of jet-black fur and dangerous, yellow eyes. His/Her whiskers twitch at the slightest movements in the area as he/she bares his/her fangs. She/He seems to have terribly powerful legs, each ending in a razor-sharp claw-tipped paws and he/she is in healthy condition.
Leopard: MyOtherCrit is a leopard. He/She glares deeply at you as he/she emits a low growl. He/She is drapped in a spotted hide that makes him/her difficult to see in certain types of grass. He/She is an owner of sharp, deadly claws and a mouth full of hungry fangs that, when combined with an undeniable swiftness and strength, makes him/her a force to be reckoned with and he/she is in healthy condition.
Jaguar: MyUberCrit is a jaguar. He/She stares at you through piercing feline eyes as she looks you over, judging your every move. He/She bares sharp fangs that shine with a remarkable ferocity. His/Her body seems to be a hefty mass of muscles, hinting at a terrible speed and strength. His/Her coat of spotted fur shines dully in the light but it's more than magnifcent none-the-less and he/she is in healthy condition.
Thornshield: Early on in a Druid's training, he/she begins to realize that their symbiotic relationship with nature grants them powers otherwise unattainable by others. A perfect example is the Thornshield. After a relatively fair time of study, a Druid can simply beckon the will of nature to create a barrier of rough and fickle thorn-baring vines to raise in front of a Druid to protect him from lesser attacks. This shield follows the Druid around for only a short time, however, so it is usually in the Druid's best interest to study more powerful spells.
Nourish: For days or even weeks on end, a Druid can find him/herself out in the wilderness, combatting the elements for whatever spiritual reason. Because of the obvious dangers, many Druids teach themselves how to pull natural resources (such as water and food) from anywhere they choose. Not only does this help to keep a Druid healthy but it can also be used to keep comrades battle-ready.
Stormwrath: Though a powerful spell in itself, all Druids know this is only a small fraction of Nature's true destructive force. By concentrating deeply, a Druid can begin to invoke terrible, gale-force winds that kick up debris and can cause severe damage to both men and their armours along with creating great bolts of lightning to fall from the sky. However, because this spell relies greatly on the pressence of open space, Druids are restricted from using this underground (partly for their own safety).
And until I get my druid to level 22, that's probably all I'm going to write. XP Maybe someone could tell me any other descriptions that are missing for druids? =\
Edited by Squee, 03 October 2004 - 12:25 AM.
#18
Posted 02 October 2004 - 08:25 PM
Nature's Fury: Should the sky be well out of reach, more experienced Druids can learn to summon the forces of nature beheld in the earth and the nearby air instead. The fury of mother nature is almost never the same twice; it has been known to appear as quakes, volcanic eruptions, tornadoes and even small tsunami when near sources of water.
Gaea's Blessing: Gaea is a deity highly respected amongst Druids, but it takes much to please the god. More advanced Druids who have already proved their worth can pray to him for a blessing - if he approves, he is known to offer the druid some heavenly protection and heightened senses for a short while.
Main crits:
Crane
Europa
Don't kill the
#19
Posted 03 October 2004 - 11:17 AM
#20
Posted 03 October 2004 - 12:04 PM
Main crits:
Crane
Europa
Don't kill the
#21
Posted 08 October 2004 - 04:15 PM
Edited by Bishop, 08 October 2004 - 04:19 PM.
#22
Posted 08 October 2004 - 04:54 PM
Stoneform: It is often a misconception that Druids can only (if they even possess the ability) to morph into animate creatures. However, to Druids, all things have a spirit; the wind, the earth, the sky and everything else that happen to share this world with them. It is because of this misinformation that many find it surprising when a Druid casts a spell upon themselves to harden and gray the skin to the point where it becomes rough and turgid like actual stone. Of course, this is only used by the more adept druids as carelessness may lead to permanent deformaties and possibly death.
Hmm...are there are any other spells/morphs that I'm forgetting?
Edited by Squee, 08 October 2004 - 04:55 PM.
#23
Posted 11 October 2004 - 03:42 PM
Last time I chekced it [righteous fury] only buffed you and your party and didn't debuff the enemy. I could be wrong though.
I think the key-word in the description is "lesser" enemies. Obviously, if you're faced against unsurpassable odds, you can cast RF all you want and it won't change the out-come.Isn't it [divine light] the spell that you just click on the enemy and their hit rate decreases? I don't recall it giving and buff that gives boosts morale or whatever.
If there were a bar labelled "moral", I'd probably have to agree with you. ^^ However, when an allied Cleric casts Divine Light, surely, it's a good sign, no?
*shrugs* I just don't think its a good idea lying on a spell description. It doens't have that effect, so don't claim it does. But that's just my opinion.
However, when an allied Cleric casts Divine Light, surely, it's a good sign, no?
Yes, but it has absolutely no affect what so ever on your party. If a new player looks at the spell description and sees that it gives a boost to morale, there going to think that something like that does actually exist, which it doesn't. Surely, then, it's a good idea not to make stuff up just because it sounds good, no?
Edit: I know you didn't actually mention morale, but when you say "giving hope" anyone with half a brain cell thinks of morale or something like that.
Edited by Malavon, 11 October 2004 - 03:47 PM.
#24
Posted 11 October 2004 - 06:01 PM
Maybe I'm just naive but I still believe that the majority of the population would rather have those RP elements rather than seeing:
Divine Light: Reduce enemy hit percentage by 15%. Mana Cost: x amount. Duration: y seconds.
I think it's those small, subtle things that give Nightmist that really "good" feel about it. I mean, as it stands, I think the SDG, Necromancer's tower, the /library Zanitos and the actual library in Natura are my favourite things about Nightmist.
Maybe I'm an old fashioned roleplayer but I'd rather read crap (or lies as you call them) than glaze over numbers.
Of course, if you still feel bitter about it, you can always suggest your own description. If it's better than so be it.
JLH can copy and paste it over top of mine and all of Nightmist will benefit.
#25
Posted 17 October 2004 - 02:57 AM
When you read the area, spell or item descriptions the texts of the game starts to fade and all of it starts to live inside your head, kinda like reading a book, but you being in it.
#26
Posted 27 October 2004 - 10:43 AM
What you said:
"Taking Holy Might one step further, a Cleric can cause a sudden lift in spirits to friends and allies. This burst of hope often manifests itself inoto both weapon and body, vastly increasing the strength,a gility and ferocity. Not only does it boost the combat-skills of its target but it has the strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt."
What I think it should be:
"Taking Holy Might one step further, a Cleric can cause a sudden lift in spirits to friends and allies. This burst of hope often manifests itself inoto both weapon and body, vastly increasing the strength, agility and ferocity."
Just remove the parts that aren't true and it's fine, becuase, quite frankly, it doesn't "have a strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt." so it shouldn't be said.. but it seems that I'm the only one who actually wants decent, accurate spell descriptions. Oh well.
#27
Posted 27 October 2004 - 03:35 PM
If you're going to be fussy, last I noticed there wasn't a bar called "ferocity" either, so that should be removed too...What I think it should be:
"Taking Holy Might one step further, a Cleric can cause a sudden lift in spirits to friends and allies. This burst of hope often manifests itself inoto both weapon and body, vastly increasing the strength, agility and ferocity."
Just remove the parts that aren't true and it's fine, becuase, quite frankly, it doesn't "have a strange ability to strike fear into the hearts of lesser enemies and fill them with hopelessness and doubt." so it shouldn't be said.. but it seems that I'm the only one who actually wants decent, accurate spell descriptions. Oh well.
You say you want "decent, accurate spell descriptions" ... the fact is that the spells are meant to be at least somewhat mysterious.
They're a general idea of what a spell does, not a step by step guide to use.
I think Squees description was decent... then then again I actually think given the context of the spell it was pretty accurate too.
Edited by Charon, 27 October 2004 - 03:36 PM.
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