Compel

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Revision as of 00:39, 9 February 2011 by ISHARON (talk | contribs) (Created page with '{{Spell |name=Compel |validtarget=Area of Effect |guild=Empath |desc=Advanced Debilitation. Makes players or creatures leave the room the Empath is in, and prevents them from ret…')
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Compel
Abbreviation: Unknown
Prerequisites: Unknown
Signature: No
Spell Slots: Unknown
Mana Type: Unknown
Spell Type: Unknown / Unknown
Difficulty: Unknown
Prep (min/max): Unknown / Unknown
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: Area of Effect
Duration (min/max): Unknown minutes
Justice: Unknown
Corruption: Unknown
Description: Advanced Debilitation. Makes players or creatures leave the room the Empath is in, and prevents them from returning via some means for a while. This will be most effective on creatures, but will still have some utility versus players.
Effect: Unknown
Example Messaging: Unknown
Devices/Tattoos: Tiny platinum crown studded with molten-core diamonds

Compel will be mind vs. willpower.

Compel will be, which is the spell which holds the former "shoo away" mechanic that used to reside in Innocence. Innocence is meant to completely prevent an Empath from being attacked by non-undead creatures so long as the Empath doesn't take aggressive actions, so it's not really possible to target it from what I am imagining. It's something that works on the Empath more than on some individual creature. Compel is what you want for crowd control.

Despawning is going away. Creatures who are successfully compelled will go away and will not come back, but they will still exist. This will have to work differently on players, to prevent abuse, but we're not prepared to discuss the PvP aspects right now.