Devour: Difference between revisions

From Elanthipedia
Jump to navigation Jump to search
No edit summary
No edit summary
Line 11: Line 11:
|spellbook=Blood Magic
|spellbook=Blood Magic
|prereqs=Circle 50, [[Consume Flesh]]
|prereqs=Circle 50, [[Consume Flesh]]
|slot=2
|slot=3
|desc=The Devour spell draws from the power of a ritual of consumption that has been placed upon a corpse, savaging the corpse for the purpose of generally healing the caster. Devour is less precise than its cousin, Consume Flesh, and the practitioner will find its cruder pattern decidedly more painful.
|desc=The Devour spell draws from the power of a ritual of consumption that has been placed upon a corpse, savaging the corpse for the purpose of generally healing the caster. Devour is less precise than its cousin, Consume Flesh, and the practitioner will find its cruder pattern decidedly more painful. Fed by a fresh corpse, the spell will linger if it cannot find any injuries, only acting when wounds afflict the caster.
|buffs=No buffs
|buffs=No buffs
|debuffs=No debuffs
|debuffs=No debuffs
|dtype=No damage
|dtype=No damage
|htype=Wound heal
|htype=Wound heal
|messaging=You gesture.
|effect=Up to four wounds.
|messaging=Small streams of viridian and copper leap from your outstretched hand, coalescing around the <i><creature></i>'s body and exploiting the thanatological link. The streams flare a sanguine red, devouring the ''<creature>'''s corpse as your own body is mended. You are wracked with pain as your flesh writhes and knits, the crude pattern eradicating each wound and blemish with savage efficiency.<br />
Large streams of viridian and copper leap from your outstretched hand, coalescing around the orc raider's body and exploiting the thanatological link. The streams flare a sanguine red, ravaging the orc raider's corpse.<br />
A wave of feverish heat settles into your flesh, the momentary surge of agony subsiding slowly into an aching feeling of heightened sensation.
Your body is completely healed.
|sig=Yes
|sig=Yes
|diff=advanced
|diff=advanced
Line 25: Line 25:
|type=utility
|type=utility
|ctype=standard
|ctype=standard
|prep=30
}}
}}
==Notes==
==Notes==
*Casting this spell will heal the user. It can be cast in one of two ways: using a corpse or using a [[Thanatological rituals#Harvest|harvested material]].
*Casting this spell will heal the user. It can be cast in one of two ways: using a corpse or using a [[Thanatological rituals#Harvest|harvested material]].
===Corpse===
===Corpse===
*Functions similarly to [[Consume Flesh]], in that the consume ritual must first be performed on a dead creature or player, and then cast. A corpse may only be used once for CF or Devour [Update: With CF, the corpse can be used multiple times dependent on your Thanatology skill. At 282 ranks, I get 4 casts of CF on a corpse.]. Like the Empath's [[Heal]] spell, Devour seeks out the worst injuries and attempts to heal them, so is generally cast, not cast targeted at a specific spot.
*Functions similarly to [[Consume Flesh]], in that the consume ritual must first be performed on a dead creature or player, and then cast. Like the Empath's [[Heal]] spell, Devour seeks out the worst injuries and attempts to heal them, so is generally cast, not cast targeted at a specific spot.
*If all wounds are healed and excess spell power is left over, the healing effect will linger for the spell's duration or until all power is used up healing new wounds.
*Will heal four 'locations', internal or external, and excess healing is wasted. For example;
*:''External and Internal Right Arm<br />
*:''Internal Skin<br />
*:''Internal Head<br />
*Because of this, if healing is needed for many scratches, high casts of Devour will not heal faster than small casts, assuming enough mana is put into the spell to maximally heal those four locations with each cast.


===Harvested Material===
===Harvested Material===
*Using a harvested material instead of a corpse will result in a reduced-power version of the above effects. This allows the Necromancer more convenience when using the spell for a trade off in strength.
*Using a harvested material instead of a corpse will result in a reduced-power heal that does not linger there is excess power after all wounds are healed. This allows the Necromancer more convenience when using the spell for a trade off in strength and utility.
*This will destroy the harvested material.
*This will destroy the harvested material.
*The strength of the heal is based on the quality of the material. I.e. parts from more challenging creatures will produce a stronger effect as will a more perfectly harvested part.
*The strength of the heal is based on the quality of the material. I.e. parts from more challenging creatures will produce a stronger effect as will a more perfectly harvested part.

Revision as of 13:55, 1 July 2018


Necromancer thumb.jpgNecromancer Guild


Devour
Abbreviation: DEVOUR
Prerequisites: Circle 50, Consume Flesh
Signature: Yes
Spell Slots: 3
Mana Type: Unknown
Spell Type: standard / utility
Difficulty: advanced
Prep (min/max): 30 / 100
Skill Range (min/max): 250 / 1000
Valid Spell Target: Self, Special
Duration (min/max): Instant
Justice: Unknown
Corruption: Unknown
Description: The Devour spell draws from the power of a ritual of consumption that has been placed upon a corpse, savaging the corpse for the purpose of generally healing the caster. Devour is less precise than its cousin, Consume Flesh, and the practitioner will find its cruder pattern decidedly more painful. Fed by a fresh corpse, the spell will linger if it cannot find any injuries, only acting when wounds afflict the caster.
Effect: Wound heal
Example Messaging: You gesture.

Large streams of viridian and copper leap from your outstretched hand, coalescing around the orc raider's body and exploiting the thanatological link. The streams flare a sanguine red, ravaging the orc raider's corpse.
A wave of feverish heat settles into your flesh, the momentary surge of agony subsiding slowly into an aching feeling of heightened sensation.

Devices/Tattoos: No devices or tattoos documented.

Notes

  • Casting this spell will heal the user. It can be cast in one of two ways: using a corpse or using a harvested material.

Corpse

  • Functions similarly to Consume Flesh, in that the consume ritual must first be performed on a dead creature or player, and then cast. Like the Empath's Heal spell, Devour seeks out the worst injuries and attempts to heal them, so is generally cast, not cast targeted at a specific spot.
  • If all wounds are healed and excess spell power is left over, the healing effect will linger for the spell's duration or until all power is used up healing new wounds.

Harvested Material

  • Using a harvested material instead of a corpse will result in a reduced-power heal that does not linger there is excess power after all wounds are healed. This allows the Necromancer more convenience when using the spell for a trade off in strength and utility.
  • This will destroy the harvested material.
  • The strength of the heal is based on the quality of the material. I.e. parts from more challenging creatures will produce a stronger effect as will a more perfectly harvested part.
  • Even with the best part from the most powerful creature the effect will be noticeably less than when using a corpse directly.
  • You do not need to use material that you have harvested yourself, since it functions the same when using materials harvested by others.

Trivia

  • "If you want to trade in butchered flesh that's totally okay." - Armifer

Related Forum Posts

Click here to search for related posts.

Additional Information