Verb:EVOKE: Difference between revisions
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{{Verbinfo |
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|verb = EVOKE <!--Name of the verb. This should always be capitalized. --> |
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|type = System <!--Type of verb: Roleplaying, System, Special Case. Additional slots can be added with type2, type3 --> |
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|demeanor = <!-- Only enter YES, if no, leave blank)--> |
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|citizen = <!--If there is a citizen version of the verb. Additional slots can be added with citizen2, citizen3 --> |
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|race = <!--If there is a racial version of the verb. Additional slots can be added with race2, race3, race4 --> |
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|culture = <!--If there is a cultural version of the verb. Additional slots can be added with culture2, culture3 --> |
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|wedding = <!--If there is a wedding version of the verb. Additional slots can be added with wedding2, wedding3, wedding4 --> |
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|profession = <!--If there is a profession version of the verb. Additional slots can be added with profession2 - profession10 --> |
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|system = Magic <!--If this verb is specific to a system. Additional slots can be added with system2, system3--> |
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|special = <!--If this verb is due to a special case and does not work otherwise. Additional slots can be added with special2, special3 --> |
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}} |
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{{boldmono|EVOKE}} casts an alternative version of a spell from the standard {{boldmono|[[CAST (verb)|CAST]]}} verb. |
{{boldmono|EVOKE}} casts an alternative version of a spell from the standard {{boldmono|[[CAST (verb)|CAST]]}} verb. |
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Revision as of 14:41, 17 September 2022
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EVOKE casts an alternative version of a spell from the standard CAST verb.
Many spells with an evoke version require advanced training in certain skills such as lores. Attempting to EVOKE a spell for which a character does not have the prerequisite training for the evoke version will result in the standard version of the spell being cast.
To automatically evoke a spell when using INCANT (which combines PREPARE and CAST into a single command): INCANT SET EVOKE {spell}.
Spells Using Evoke
- With 20 ranks of Spiritual Lore, Summoning, evoking will cast a bolt version of the spell costing 9 mana.
- Evoking Light (205) will cast Darkness.
- Evoking uses the empowered version of the spell if the caster has stored holy magic. This will cause all damage over time (DoT) rounds of the spell to trigger.
- Evoking increases the maximum number of targets but makes the spell non-player friendly unless the player is converted to the same pantheon as the caster.
- With 20 ranks of Elemental Lore, Air, evoking will cast a bolt version of the spell.
- With 50 ranks of Elemental Lore, Air, evoking will cast a group version of the spell.
- Evoking casts a group-friendly version of the spell that will hit more targets based on Elemental Mana Control skill (# of targets = [5 + (Elemental Mana Control Skill ÷ 50)]). It can also be used with specific elements based on lore training or attunement (see spell page for full details).
- Evoking casts a less damaging version of the spell for 15 mana intended to disable a target. Successful hits will apply roundtime to the target during cycles.
- EVOKE at a container to attempt to grab a random item from inside.
- With 20 ranks of Sorcerous Lore, Necromancy, evoking will cast a bolt version of the spell.
- A self-cast version for warmages that grants +10 enhancive weapon skill bonus.
- With 20 ranks of Elemental Lore, Fire, evoking converts this spell to Minor Steam (1707).
- With 30 ranks of Elemental Lore, Water, evoking converts this spell to Major Acid (1710).
- Evoking gives the caster 5 or more (based on Elemental Lore, Earth) self-cast charges of Tremors. STOMP to spend a charge to cause a single round of Tremors. Each STOMP costs up to 5 mana, decreasing with Elemental Mana Control.
- With 50 ranks of Elemental Lore, Air, evoking will cast a group version with a two-minute duration for each member.
- Evoking casts a self-cast only version.
- Evoking casts a self-cast only version.
- Evoking casts a self-cast only version.
- EVOKE {target} to cast the bolt version.