Devour: Difference between revisions

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|minskill=250
|minskill=250
|maxskill=1000
|maxskill=1000
|minduration=-
|validtarget=Self, Special
|validtarget=Self, Special
|guild=Necromancer
|guild=Necromancer

Revision as of 02:38, 13 September 2015


Necromancer thumb.jpgNecromancer Guild


Devour
Abbreviation: DEVOUR
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.

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

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.