Devour
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Abbreviation: | DEVOUR | |
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Prerequisites: | Consume Flesh, 50th circle | |
Signature: | Yes | |
Spell Slots: | 2 | |
Mana Type: | Unknown | |
Spell Type: | standard / utility | |
Difficulty: | esoteric | |
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. | |
Effect: | {{{dtype}}}, {{{htype}}}, General self-healing. | |
Example Messaging: | Small streams of viridian and copper leap from your outstretched hand, coalescing around the <creature>'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. Your body is completely healed. | |
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. A corpse may only be used once for CF or Devour. 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.
- Will heal four 'locations', internal or external, and excess healing is wasted. For example;
- External and Internal Right Arm
- Internal Skin
- Internal Head
- External and Internal Right Arm
- 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
- 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.
- 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.