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ZulghinlourMon 18-May-09 01:38 AM
Member since 04th Mar 2003
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#1938, "Animists gain another spell: ancestral spirit"


          

Syntax: cast 'ancestral spirit' <victim>

With the bond an animist has to the spirit world, they are able to call forth
powerful spirits of their ancestors to take vengeance on their enemies. This
spell can be used anywhere, but not nearly as powerful within cities, the
bastions of civilization. When used in the animists home terrain, the spirits
can draw on darker magics having additional affects on the victim.

See also: ANIMISTS

So long, and thanks for all the fish!

  

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BaronMySoul (inactive user)Mon 18-May-09 09:41 PM
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#1940, "Two questions"
In response to Reply #0


          

1. With the forester, is any forest considered home terrain?

2. From an RP perspective, supposing you're a Fort animist, is using the ancestral spirit allowable considering they use "darker magics"?

  

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ZulghinlourTue 19-May-09 01:05 AM
Member since 04th Mar 2003
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#1941, "RE: Two questions"
In response to Reply #1


          

>1. With the forester, is any forest considered home terrain?

Your prompt lets you know...

>2. From an RP perspective, supposing you're a Fort animist, is
>using the ancestral spirit allowable considering they use
>"darker magics"?

No clue...

So long, and thanks for all the fish!

  

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MekantosTue 19-May-09 12:57 PM
Member since 06th Dec 2003
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#1942, "RE: Two questions"
In response to Reply #2


          

You might want to adjust the helpfile to say "more destructive magics" rather than "darker magics," unless there is an intended balance reason for making it problematic for good-aligned rangers.

Dark magic tends to get lumped in with necromancy, AP "demon" magic, evil conjurer minions, etc.

  

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