Evil Eye (717): Difference between revisions
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|Stuns for 12 seconds |
|Stuns for 12 seconds |
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|126- |
|126-174 |
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|Same as previous |
|Same as previous |
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|Stun equal to previous plus 1 second every 2 endroll points. (13 seconds at 126, 14 seconds at 128, etc) |
|Stun equal to previous plus 1 second every 2 endroll points. (13 seconds at 126, 14 seconds at 128, etc) |
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|175-199 |
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|Causes the target to flee for their life out of the area. Creature targets will be considered dead, though no body will be left behind. Player targets will immediately flee to the next town. |
|Causes the target to flee for their life out of the area. Creature targets will be considered dead, though no body will be left behind. Player targets will immediately flee to the next town. |
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|No resulting stun |
|No resulting stun |
Revision as of 19:33, 7 July 2006
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Using a deadly stare, the caster instills intense fear into the target(s). Depending upon the severity of the warding failure, the terrified target may freeze, run away, or outright die. Players subjected to this may be so scared, it will cause them to run until within the safety of the nearest town.
The warding thresholds for Evil Eye are as follows:
Threshold | Effect | Length of Stun |
---|---|---|
101-124 | Causes target to flee one room away in a random direction | No Stun; Incurs 10 seconds of hard RT |
125 | Causes the target to fall to the ground. Creatures will drop items in their hands. Stance will be reduced to neutral. Results in a stun. | Stuns for 12 seconds |
126-174 | Same as previous | Stun equal to previous plus 1 second every 2 endroll points. (13 seconds at 126, 14 seconds at 128, etc) |
175-199 | Causes the target to flee for their life out of the area. Creature targets will be considered dead, though no body will be left behind. Player targets will immediately flee to the next town. | No resulting stun |
200+ | Targets dies | No resulting stun |
With an Eye Spy (707) eye active, one may cast this spell unfocused and remotely. This will target everything possible (creatures and players) in the same room as the eye. Significant distances may lower the caster's possibility to ward.