Malediction (2.0)

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Malediction
Abbreviation: N/A
Prerequisites: Uncurse, 15th circle
Minimum Prep: 5
Casting Cap: 60
Valid Spell Target: Others, Critters
Description: The Malediction spell is a curse that will enfold the target in a pall of dark energy, constricting its movement and making it less effective in combat. As with most enchantments of this nature, the pattern may be unwoven with the Uncurse spell. Be careful with this power, however, lest Harawep lay waste to your plans and turn the curse back upon you.

Through deep study, it has been determined that the Malediction curse is very versatile. You may focus its energies upon your target's defense or offense abilities specifically, or weave the cast generally to affect both. An unfocused cast will be less effective than a focused one, however.

Example Messaging: You call forth the dark will of the divine, attempting to malign the fendryad's offensive ability.

Flickering shadows tear away from your fingertips, shuddering through the air toward a fendryad!
Tendrils of malevolent darkness swarm around a fendryad, intertwining with one another into a constricting cloak. A great curse settles over it, cemented by your will.

<Caster> gestures at you.
Flickering shadows tear away from <Caster>'s fingertips, shuddering through the air toward you!
A feeling of shock washes through your veins like ice water as a swarm of shadowy tendrils coalesce around you, intertwining into a constricting cloak. You feel less able to strike out at and defend against your opponents, hindered by the strange curse.
Roundtime: 2 seconds

You feel the cursed pall wane away, renewing the vigor to your body.

Notes

  • Maledicted creatures will appear as cursed when you ASSESS combat.
  • Appears in the room LOOK as: <target> who is caught in a cage of swirling darkness.