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A few new abilities, hopefully fleshing out necromancers and druids a touch. We have a small backlog of abilities like this that I'm working through, and I should be rolling them out in small batches as they're tested and tweaked. Helpfiles:
GRAFT Syntax: cast 'graft' <minion> <part>
Using a freshly severed body part, a necromancer may fuse it into a damaged undead minion that they control. Such an infusion can be used to repair the torn flesh, and the minion will continue to drain life-force out of the part for some time afterwards.
Weightier body parts produce stronger Grafts. Embalming ruins the fresh blood needed for the process.
See also: EMBALM.
'TELLURIC SURGE' Syntax: commune 'telluric surge' <victim>
A druid can command the telluric currents beneath Thera against a single foe, dragging metal belongings back towards their origin. Items in either hand will often be pulled out of alignment, pulling the victim off balance and disrupting their physical attacks momentarily. More rarely, such items may be pulled from the grasp of someone too weak to resist the forces.
In addition, worn metal armor will constrict and hinder the opponent, causing injury and fatigue, and occasionally pinning the victim in place momentarily. The more metal armor the victim is wearing, the more difficult this will be to resist.
DECOMPOSE Syntax: commune 'decompose' <target>
A druid may use this commune to stir Nature's wrath against those who would seek to subvert the cycle of life and death, including the undead as well as constructs made from formerly living materials. This spell brings forth an aggressive green rot to torment such a single target. The rot will quickly spread over the victim, eating away at them until the commune ends or the victim is returned to Thera's soil.
See also: UNDEATH
valguarnera@carrionfields.com
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