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<593/57%hp 507/77%m 611/54%mv 1 AM> spell
Level 2: chill touch 96% 15 mana Level 4: blindness 100% 5 mana Level 6: poison 97% 25 mana Level 8: curse 100% 20 mana protection 100% 5 mana Level 9: invis 100% 5 mana Level 10: detect invis 100% 5 mana Level 12: teleport 100% 35 mana Level 13: lightning bolt 100% 15 mana Level 16: energy drain 74% 35 mana Level 19: excision 100% 25 mana Level 21: summon 100% 50 mana Level 22: deafen 83% 40 mana Level 24: power word despondence 81% 30 mana Level 25: plague 94% 20 mana sleep 99% 15 mana Level 27: fireball 100% 15 mana Level 31: aura of despair 100% 15 mana Level 32: iceball 100% 15 mana Level 34: bloodlust of the twelve fiends 100% 20 mana Level 35: enervating spirits 87% 100 mana Level 36: unholy blessing 67% 300 mana leech unholy blessing 68% 300 mana Level 40: iron grip of azazel 100% 20 mana Level 42: worldbind 66% 50 mana Level 43: flames of Ninauurm 78% 150 mana control unholy blessing 79% 150 mana Level 45: blood reckoning 70% 100 mana icy grip of Baalduru 75% 150 mana Level 47: arcing touch of Akkabal 81% 150 mana Level 49: burning acid of Heglial-Gil 79% 150 mana Level 51: blessing of Sedayamin 81% 150 mana
<593/57%hp 507/77%m 611/54%mv 1 AM> help blood reckoning 'BLOOD RECKONING' Syntax: call 'blood reckoning' <player> <victim> call 'blood reckoning' <player> none
The Emperor or Sect Leaders of the Empire can declare a blood reckoning between two Imperials. This will give the player permission to strike against the victim without violating Imperial Law. A blood reckoning affect will show up in the list of players affects stating who granted the blood reckoning and who it is against.
The blood reckoning will stay with the player until the victim dies, or the player dies to the victim. Once that happens, the reason for the blood reckoning is closed.
The Emperor or Sect Leaders are also able to remove a blood reckoning if they so desire.
I'm probably missing something, but shouldn't this show up in the powers list vice the spell list?
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