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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.


Older sorcerers can control which nightmare to inflict upon a target. They might even be able to create a customized nightmare of their very own. To specify a particular nightmare, refer to the numbers in the table below. F.ex., to bury your target alive in a dastardly nightmare: CURSE target NIGHTMARE 13.
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.


Power refers to the sorcerer's ability level and to what curse-choices are available, thus it can mainly be ignored when it comes to the casting process itself.
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.


Nightmare curse list:
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.
{| {{prettytable}}

|-
When cursing a target with a specific nightmare, refer by the numbers below. E.g. CURSE STRATH NIGHTMARE 2
!bgcolor=#DDDDDD| Number
Numbers in parentheses indicate curse power required.
!bgcolor=#DDDDDD| Type
Curse list nightmare
!bgcolor=#DDDDDD| Power

|-
0. Non-specific option (10)
|align=center|0
1. Terror of the Storm Giant (25)
|Non-specific option
2. Terror of the Rolton (25)
|align=right|10
3. Terror of the Purple Myklian (25)
|-
4. Terror of the Banshee (25)
|align=center|1
5. Terror of the Lesser Vruul (25)
6. Terror of the Mammoth Arachnid (25)
|Terror of the Storm Giant
|align=right|25
7. Terror of the Dark Shambler (25)
|-
8. Terror of the Puma (25)
|align=center|2
9. Terror of the Fire Hound (25)
10. Terror of the Steel Golem (25)
|Terror of the Rolton
|align=right|25
11. Farewell Tooth Thee (50)
|-
12. Mother Dearest (50)
|align=center|3
13. Buried Alive (50)
|Terror of the Purple Myklian
14. Don't Pick At It (50)
|align=right|25
15. Taking the Plunge (50)
|-
16. The End of the World (50)
|align=center|4
17. Just One More (50)
|Terror of the Banshee
18. The Visit (50)
|align=right|25
19. Roasted, Toasted (50)
|-
20. Midnight Swim (50)
|align=center|5
99. Your custom nightmare: (0)
|Terror of the Lesser Vruul
|align=right|25
|-
|align=center|6
|Terror of the Mammoth Arachnid
|align=right|25
|-
|align=center|7
|Terror of the Dark Shambler
|align=right|25
|-
|align=center|8
|Terror of the Puma
|align=right|25
|-
|align=center|9
|Terror of the Fire Hound
|align=right|25
|-
|align=center|10
|Terror of the Steel Golem
|align=right|25
|-
|align=center|11
|Farewell Tooth Thee
|align=right|50
|-
|align=center|12
|Mother Dearest
|align=right|50
|-
|align=center|13
|Buried Alive
|align=right|50
|-
|align=center|14
|Don't Pick At It
|align=right|50
|-
|align=center|15
|Taking the Plunge
|align=right|50
|-
|align=center|16
|The End of the World
|align=right|50
|-
|align=center|17
|Just One More
|align=right|50
|-
|align=center|18
|The Visit
|align=right|50
|-
|align=center|19
|Roasted, Toasted
|align=right|50
|-
|align=center|20
|Midnight Swim
|align=right|50
|-
|align=center|99
|Your custom nightmare
|align=right|0
|}


===Rose Illusion===
===Rose Illusion===

Revision as of 13:56, 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 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 All None loses some inner strength N/A -10 AS plus -1 AS per 3 sorcerer ranks above 15. Upon death of target AS penalty transfers to caster as AS bonus (sorcerers only).

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.

Older sorcerers can control which nightmare to inflict upon a target. They might even be able to create a customized nightmare of their very own. To specify a particular nightmare, refer to the numbers in the table below. F.ex., to bury your target alive in a dastardly nightmare: CURSE target NIGHTMARE 13.

Power refers to the sorcerer's ability level and to what curse-choices are available, thus it can mainly be ignored when it comes to the casting process itself.

Nightmare curse list:

Number Type Power
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


Initial cast:

>pre 715
You trace an intricate sign that contorts in the air while forcefully invoking Curse...
Your spell is ready.
>curse troll star
Holding a hill troll in your gaze, you utter a foul curse upon him.
   CS: +219 - TD: +59 + CvA: +20 + d100: +35 == +215
   Warding failed!
The hill troll loses some inner strength.
You are seized by a sudden premonition of his demise.
Cast Roundtime 3 Seconds.

Target death:

incant 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
You gesture at a hill troll.
   CS: +219 - TD: +59 + CvA: +20 + d100: +11 == +191
   Warding failed!
   Massive internal disruption.
The hill troll screams one last time and dies.
The deep blue glow leaves a hill troll.
Your complexion grows murkier.
Cast Roundtime 3 Seconds.

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See Also

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