Curse (715): Difference between revisions

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<small>''Some of the above information was harvested from the QRS script, which can be found [http://www.gsguide.net/index.php?title=QRS here].''</small>
<small>''Some of the above information was harvested from the QRS script, which can be found [http://www.gsguide.net/index.php?title=QRS here].''</small>


== Cursing Items ==
===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.

Each of these curses may 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==
==Nightmare==

Revision as of 12:31, 30 November 2011

Curse (715)
Mnemonic [CURSE]
Duration Instantaneous
Attack Magic - Damage - Disabling  
Subtype Warding 
Target(s) Single 
Interval Variable 
Damage Type Hitpoint 
State(s) Inflicted See left 
Critical Type Off (Unbalance), Adv (Impact), Def (Disruption) 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Imparts one of six dangerous curses upon its target. Use stance to control which curse is cast. It may also be cast directly upon items.

  • 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.

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.

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.

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.

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


Third person:

Sorcerer traces a sign that contorts in the air while he forcefully incants a dark invocation...
Sorcerer gestures at Victim.

CS: +X - TD: +X + CvA: +2 + d100: +77 - -5 == +130
Warding failed!

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


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