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ValguarneraWed 17-Jan-07 10:24 AM
Member since 04th Mar 2003
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#1108, "Decompose, Telluric Surge, and Graft"


          

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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