Devour: Difference between revisions

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{{Spell
{{Spell
|name=Devour
|name=Devour
|abbrev=Devour
|abbrev=-
|minprep=30
|minprep=30
|castcap=100
|castcap=100
Line 9: Line 9:
|validtarget=Self, Special
|validtarget=Self, Special
|guild=Necromancer
|guild=Necromancer
|magic=Arcane Magic
|spellbook=Blood Magic
|spellbook=Blood Magic
|prereqs=Circle 50, [[Consume Flesh]]
|prereqs=Circle 50, [[Consume Flesh]]
|slot=3
|slot=3
|illegal=yes
|corrupt=yes
|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.
|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
Line 17: Line 20:
|dtype=No damage
|dtype=No damage
|htype=Wound heal
|htype=Wound heal
|poststring=No
|messaging=You gesture.
|messaging='''Initial Casting:'''<br>
You gesture.<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 />
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.
A wave of feverish heat settles into your flesh, the momentary surge of agony subsiding slowly into an aching feeling of heightened sensation.

'''Wounds healed:''' <br>
A painful burning sensation surges through you as your Devour's crude healing matrix focuses on the worst hurts to your body.

'''Spell ends:''' <br>
You feel the feverish heat in your flesh gradually subside.
|sig=Yes
|sig=Yes
|diff=advanced
|diff=advanced
Line 25: Line 36:
|type=utility
|type=utility
|ctype=standard
|ctype=standard
|justice=no
}}
}}
==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 [[Harvest ritual|harvested material]].
* At extreme levels of [[Divine Outrage]] a Necromancer should be cautious about fueling Devour from a corpse. Having a supply of harvested materials on-hand is recommended. [[Generates Divine Outrage::true| ]]
* Casting this spell inside a standard [[justice]] zone generates [[Social Outrage]]. [[Generates Social Outrage::true| ]]

===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. 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|{{tt|consume}} ritual]] must first be performed on a dead creature or player, and then {{com|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.
* 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===
===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.
* Using a harvested material instead of a corpse will result in a reduced-power heal that does not linger if 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.)
*Even with the best part from the most powerful creature the effect will be noticeably less than when using a corpse directly.
* 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.
* You do not need to use material that you have harvested yourself, since it functions the same when using materials harvested by others.


==Trivia==
==Trivia==

Latest revision as of 20:46, 8 August 2023


Necromancer thumb.jpgNecromancer Guild


Devour Justice triggering spell Causes outrage or corruption
Abbreviation: -
Prerequisites: Circle 50, Consume Flesh
Signature: Yes
Spell Slots: 3
Mana Type: Arcane Magic
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: This spell is illegal to cast in Justice Zones.
Corruption: This spell causes Divine Outrage or some other form of Sorcerous Corruption.
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: Initial Casting:

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.

Wounds healed:
A painful burning sensation surges through you as your Devour's crude healing matrix focuses on the worst hurts to your body.

Spell ends:
You feel the feverish heat in your flesh gradually subside.

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.
  • At extreme levels of Divine Outrage a Necromancer should be cautious about fueling Devour from a corpse. Having a supply of harvested materials on-hand is recommended.
  • Casting this spell inside a standard justice zone generates Social Outrage.

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 if 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

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