Curse (715): Difference between revisions
No edit summary |
(work-in-progress) |
||
Line 110: | Line 110: | ||
==<center>Nightmare</center>== |
==<center>Nightmare</center>== |
||
This spell will cause the target to experience their worst nightmare, which will manifest in their mind and begin to attack them. Though the spell is actually just an illusion, the target will suffer stuns and small amounts of damage. Targets will routinely fall to their knees and begin to weep before the vision in their mind. |
This spell will cause the target to experience their worst nightmare, which will manifest in their mind and begin to attack them. Though the spell is actually just an illusion, the target will suffer stuns and small amounts of damage. Targets will routinely fall to their knees and begin to weep before the vision in their mind. |
||
===Spell Mechanics=== |
===Spell Mechanics=== |
||
Due to the nature of the spell, it is set to begin ten seconds after a warding failure. The target will initially feel a chill breeze and nothing else. The vision, once manifested, will remain for one second per warding failure over 100. (An endroll of 132, for example, would be a duration of 32 seconds) As a bonus to the spell, creatures that are normally immune to stuns will suffer short stuns from this spell. Many creatures are immune to this spell, however, including all undead and various monstrous creatures. |
Due to the nature of the spell, it is set to begin ten seconds after a warding failure. The target will initially feel a chill breeze and nothing else. The vision, once manifested, will remain for one second per warding failure over 100. (An endroll of 132, for example, would be a duration of 32 seconds) As a bonus to the spell, creatures that are normally immune to stuns will suffer short stuns from this spell. Many creatures are immune to this spell, however, including all undead and various monstrous creatures. |
||
Curse name: Nightmare |
|||
Power: 10 |
|||
Description: Each person and creature has its own worst nightmare, which the Sorcerer is able to summon with this curse. Sometimes, it will manifest as a certain creature which will suddenly appear only to the victim and begin to attack. At other times, it will be something even more terrifying and disturbing. |
|||
Just as one cannot battle their nightmares, the target will be unable to battle this nightmare. It will seem to them as if every second they are about to die in some hideous manner. The unfortunate character or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, and sometimes take damage. |
|||
Advanced sorcerers can control which nightmare the victim experiences. They may even create a customized nightmare of their own to inflict. For more information, see CURSE LIST NIGHTMARES. |
|||
When cursing a target with a specific nightmare, refer by the numbers below. E.g. CURSE STRATH NIGHTMARE 2 |
|||
Numbers in parentheses indicate curse power required. |
|||
Curse list nightmare |
|||
0. Non-specific option (10) |
|||
Every player has a particular vision that will come to them. They can include Storm Giants, Dark Pumas, Shadowy Roltons, and Mammoth Arachnids, among others. |
|||
1. Terror of the Storm Giant (25) |
|||
2. Terror of the Rolton (25) |
|||
3. Terror of the Purple Myklian (25) |
|||
4. Terror of the Banshee (25) |
|||
5. Terror of the Lesser Vruul (25) |
|||
6. Terror of the Mammoth Arachnid (25) |
|||
7. Terror of the Dark Shambler (25) |
|||
8. Terror of the Puma (25) |
|||
9. Terror of the Fire Hound (25) |
|||
10. Terror of the Steel Golem (25) |
|||
11. Farewell Tooth Thee (50) |
|||
12. Mother Dearest (50) |
|||
13. Buried Alive (50) |
|||
14. Don't Pick At It (50) |
|||
15. Taking the Plunge (50) |
|||
16. The End of the World (50) |
|||
17. Just One More (50) |
|||
18. The Visit (50) |
|||
19. Roasted, Toasted (50) |
|||
20. Midnight Swim (50) |
|||
99. Your custom nightmare: (0) |
|||
===Rose Illusion=== |
===Rose Illusion=== |
||
Line 256: | Line 289: | ||
===<center>Nightmare</center>=== |
===<center>Nightmare</center>=== |
||
------- |
------- |
||
Initial cast: |
|||
Third person: |
|||
<div {{log}}> |
<div {{log}}> |
||
>prep 715 |
|||
⚫ | |||
Sorcerer gestures at Victim.<br> |
|||
⚫ | |||
⚫ | |||
Your spell is ready. |
|||
>curse Target nightmare 8 |
|||
Holding Target in your gaze, you utter a foul curse upon him.<br> |
|||
⚫ | |||
:Warding failed!<br> |
:Warding failed!<br> |
||
You weave Target's worst nightmare for him.<br> |
|||
Cast Roundtime 3 Seconds. |
|||
</div> |
|||
Ongoing: |
|||
<div {{log}}> |
|||
Victim looks nervous for a moment.<br> |
Victim looks nervous for a moment.<br> |
||
><br> |
><br> |
Revision as of 13:24, 30 November 2011
| ||||||||||||||||||||||||||||||||||||||||||||||||||
|
Imparts one of several dangerous curses upon its target. Use Curse (verb) to control which curse or nightmare is cast. Stance variance still works on some curses also. The spell may, additionally, be cast directly upon items.
Curses
Type | Stance | Color | Success | Affected | Effects |
---|---|---|---|---|---|
Clumsy | Offensive | pure black | moves erratically | extremely clumsy | target constantly falls down (causing injury) and may have difficulty standing; may curse worn items |
Weakness | Advancing | deep crimson | trembles noticeably | extremely weak | -40 AS; health loss |
Darkness | Forward | blood red | trembles slightly | very weak | -15 AS; may curse held items |
Itch | Neutral | swirling grey | shivers weakly | uncomfortable | -50 DS and occasionally forced to scratch, dropping items and causing roundtime |
Hex | Guarded | brackish blue | shakes slightly | vulnerable | -24 or 25 TD, no warding check |
Pox | Defensive | sickly green | cringes | extremely ill | health loss |
Nightmare | |||||
Star |
Some of the above information was harvested from the QRS script, which can be found here.
- Normal usage: CURSE [target] [cursename]
- Holy items cannot be cursed.
- The difficulty to remove a curse is based upon a comparison of the curser's power versus the curse remover's power.
- The damage inflicted by curse is generally minor, it is more commonly used as a disabling spell.
Cursing Items
The original six curses can also be cast upon an item. The caster may safely handle their own cursed items, but the moment another character comes in contact with one, they will be subjected to the curse as if it were just cast upon them. This will cause a warding roll which utilizes the sorcerer's CS at the time of the item being cursed. Cursed items will 'stick' in the hand or inventory of the victim, and can only be removed by having Remove Curse (315) cast upon them. The number of attempts it takes the person to uncurse an item depends on lores, level, and respective spell ranks.
Nightmare
This spell will cause the target to experience their worst nightmare, which will manifest in their mind and begin to attack them. Though the spell is actually just an illusion, the target will suffer stuns and small amounts of damage. Targets will routinely fall to their knees and begin to weep before the vision in their mind.
Spell Mechanics
Due to the nature of the spell, it is set to begin ten seconds after a warding failure. The target will initially feel a chill breeze and nothing else. The vision, once manifested, will remain for one second per warding failure over 100. (An endroll of 132, for example, would be a duration of 32 seconds) As a bonus to the spell, creatures that are normally immune to stuns will suffer short stuns from this spell. Many creatures are immune to this spell, however, including all undead and various monstrous creatures.
Curse name: Nightmare Power: 10 Description: Each person and creature has its own worst nightmare, which the Sorcerer is able to summon with this curse. Sometimes, it will manifest as a certain creature which will suddenly appear only to the victim and begin to attack. At other times, it will be something even more terrifying and disturbing.
Just as one cannot battle their nightmares, the target will be unable to battle this nightmare. It will seem to them as if every second they are about to die in some hideous manner. The unfortunate character or creature affected by this spell will often be stunned, fall to the ground, scream in fright, beg for mercy, and sometimes take damage.
Advanced sorcerers can control which nightmare the victim experiences. They may even create a customized nightmare of their own to inflict. For more information, see CURSE LIST NIGHTMARES.
When cursing a target with a specific nightmare, refer by the numbers below. E.g. CURSE STRATH NIGHTMARE 2 Numbers in parentheses indicate curse power required. Curse list nightmare
0. Non-specific option (10) 1. Terror of the Storm Giant (25) 2. Terror of the Rolton (25) 3. Terror of the Purple Myklian (25) 4. Terror of the Banshee (25) 5. Terror of the Lesser Vruul (25) 6. Terror of the Mammoth Arachnid (25) 7. Terror of the Dark Shambler (25) 8. Terror of the Puma (25) 9. Terror of the Fire Hound (25) 10. Terror of the Steel Golem (25) 11. Farewell Tooth Thee (50) 12. Mother Dearest (50) 13. Buried Alive (50) 14. Don't Pick At It (50) 15. Taking the Plunge (50) 16. The End of the World (50) 17. Just One More (50) 18. The Visit (50) 19. Roasted, Toasted (50) 20. Midnight Swim (50) 99. Your custom nightmare: (0)
Rose Illusion
The Sorcerer Guild skill Illusion Rose contains this spell. Any non-sorcerer eating one of those roses will be under the effect of this spell for one second per level of the sorcerer who created the rose. Any player dying from the small amounts of damage done during this spell will cause a murder charge for the caster.
Star Curse
Messaging
Curse
Clumsy
Initial cast:
You gesture at a hill troll.
CS: +252 - TD: +59 + CvA: -11 + d100: +38 == +220
Warding failed!
A thread of pure black magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll begins to move erratically and looks extremely clumsy!
Ongoing:
A hill troll suddenly trips and falls over!
A hill troll was injured in the fall!
... 10 points of damage!
Pop! Kneecap wrenched.
Ending:
The hill troll looks much more coordinated.
Weakness
Initial cast:
You gesture at a hill troll.
CS: +252 - TD: +59 + CvA: +9 + d100: +24 == +226
Warding failed!
A thread of deep crimson magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll trembles noticeably and looks extremely weak!
Ongoing:
The hill troll shakes slightly, looking very weak.
The hill troll flinches in pain!
... 10 points of damage!
Light blow to left arm.
Ending:
The hill troll no longer looks so weak.
Darkness
Initial cast:
You gesture at a hill troll.
CS: +252 - TD: +59 + CvA: -11 + d100: +4 == +186
Warding failed!
A thread of blood red magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll trembles slightly and looks very weak!
(No ongoing messaging.)
Ending:
The hill troll no longer appears so weak.
Itch
Initial cast:
You gesture at a hill troll.
CS: +252 - TD: +59 + CvA: -11 + d100: +31 == +213
Warding failed!
A thread of swirling gray magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll shivers weakly and looks very uncomfortable!
Ongoing:
The hill troll shakes slightly, looking quite weak.
A hill troll scratches itself uncontrollably!
The hill troll drops its sword!
Ending:
The hill troll looks somewhat less weakened and much more comfortable.
Hex
Initial cast:
You gesture at a hill troll.
A thread of brackish blue magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll shakes slightly and looks very vulnerable!
(No ongoing messaging.)
Ending:
The hill troll appears a bit less vulnerable.
Pox
Initial cast:
You gesture at a hill troll.
CS: +252 - TD: +59 + CvA: -11 + d100: +43 == +225
Warding failed!
A thread of sickly green magic issues forth from your hand toward the hill troll. It coils itself around the troll, whirling malevolently before disappearing within its body.
A hill troll cringes and looks extremely ill.
Ongoing:
The hill troll shivers slightly.
A sickly green mist erupts from the hill troll and slowly circles its body. The mist condenses in one location and quickly sinks into the troll! The troll contorts itself in pain!
... 15 points of damage!
Minor muscle tearing on the hill troll's left leg.
The hill troll is stunned!
A sickly green mist erupts from the hill troll and slowly circles its body. The mist condenses in one location and quickly sinks into the troll! The troll contorts itself in pain!
... 20 points of damage!
The hill troll's neck bones snap.
Head looks precariously balanced now.
The hill troll is stunned!
Ending:
The hill troll no longer looks so ill.
Item
You gesture at a black crystal.
A wisp of brackish blue magic flows from your hand toward the black crystal. It wraps itself around the crystal, swirling momentarily before disappearing within it.
Nightmare
Initial cast:
>prep 715
You trace an intricate sign that contorts in the air while forcefully invoking Curse...
Your spell is ready.
>curse Target nightmare 8
Holding Target in your gaze, you utter a foul curse upon him.
- CS: +297 - TD: +230 + CvA: +12 + d100: +98 - -5 == +182
- Warding failed!
You weave Target's worst nightmare for him.
Cast Roundtime 3 Seconds.
Ongoing:
Victim looks nervous for a moment.
>
Victim's eyes dart around for a moment.
>
Victim's eyes suddenly glaze over.
>
Victim is able to move again.
>
Victim grabs her abdomen in pain!
>
Victim is able to move again.
Star Curse
See Also
External Links
- Sorcerer Base Spell Circle: Curse, on Play.net
This article is a Stub. You can help GSWiki by expanding it. |