Divine Word (1640): Difference between revisions

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==Effect==
==Effect==
The corpse is resurrected in a defensive [[stance]], [[prone]], with 5 seconds of stun and [[roundtime]]; the paladin will incur 15 seconds of roundtime. The target will initially be returned with full [[hitpoint|health]], [[spirit]], [[stamina]], and [[mana]]; the paladin will not initially lose any spirit. Although all injuries will remain, actions are not hindered by wounds and neither will they bleed. Importantly, the character will also automatically receive a single cast of all known buff spells, plus up to twenty levels of outside spells that were active at the time of death, somewhat similar to [[Symbol of Recall]]. Because there is only the group-version of [[Mass Blur (911)]] and the casting paladin must be a member of the deceased's group to cast Divine Word, paladins can often get a free shot of Blurs when the dead are brought back to life.
The corpse is resurrected in a defensive [[stance]], [[prone]], with 5 seconds of stun and [[roundtime]]; the paladin will incur 15 seconds of roundtime. The target will initially be returned with full [[hitpoint|health]], [[spirit]], [[stamina]], and [[mana]]; the paladin will not initially lose any spirit. Although all injuries will remain, actions are not hindered by wounds and neither will they bleed. Importantly, the character will also automatically receive a single cast of all known buff spells, plus up to twenty levels of outside spells that were active at the time of death, somewhat similar to [[Symbol of Recall]]. This effect will last for ten minutes before spells drop and other death effects set in (see below). Because there is only the group-version of [[Mass Blur (911)]] and the casting paladin must be a member of the deceased's group to cast Divine Word, paladins can often get a free shot of Blurs when the dead are brought back to life.


===Unlinking===
===Unlinking===
Divine Word will remain active on both the target and paladin for ten minutes; its remaining duration is visible via SPELL ACTIVE. At any time, the resurrected and the paladin can UNLINK to prematurely end the spell's effects; unlinking is wholly independent between the two characters, and either of them unlinking will have no effect at all upon the other, contrary to the case of how it works with [[Raise Dead (318)]]. Once Divine Word wears off, so too do its benefits.
Divine Word will remain active on both the target and paladin for ten minutes; its remaining duration is visible via SPELL ACTIVE. At any time, the resurrected and the paladin can [[UNLINK]] to prematurely end the spell's effects; unlinking is wholly independent between the two characters, and either of them unlinking will have no effect at all upon the other, contrary to the case of how it works with [[Raise Dead (318)]]. Once Divine Word wears off, so too do its benefits.


The recently deceased will find themselves in a very poor condition more typical of recent resurrection: 25 health, 1 spirit, 1 stamina, and 1 mana. Naturally they will again be hindered by any remaining injuries, and they will bleed normally. All active spells will also fall; however, if [[Symbol of Recall]] was active when the character was raised, it will trigger when Divine Word ends.
The recently deceased will find themselves in a very poor condition more typical of recent resurrection: 25 health, 1 spirit, 1 stamina, and 1 mana. Naturally they will again be hindered by any remaining injuries, and they will bleed normally. All active spells will also fall; however, if [[Symbol of Recall]] was active when the character was raised, it will trigger when Divine Word ends.

Revision as of 21:43, 12 February 2015

Divine Word (1640)
Mnemonic [DWORD]
Duration Instantaneous
Utility Magic  
Subtype Raise Dead 
Components a corpse 
Availability any dead player character 
Paladin Base Spells
Mantle of Faith (1601) Defensive
Pious Trial (1602) Attack
Templar's Verdict (1603) Attack
Consecrate (1604) Utility
Arm of the Arkati (1605) Offensive
Dauntless (1606) Offensive
Rejuvenation (1607) Utility
Defense of the Faithful (1608) Utility
Divine Shield (1609) Defensive
Higher Vision (1610) Defensive
Patron's Blessing (1611) Defensive
Faith's Clarity (1612) Utility
Aid the Fallen (1613) Utility
Aura of the Arkati (1614) Attack
Repentance (1615) Attack
Vigor (1616) Utility
Zealot (1617) Offensive
Fervor (1618) Offensive
Faith Shield (1619) Defensive
Battle Standard (1620) Utility
Holy Weapon (1625) Offensive
Judgment (1630) Attack
Divine Intervention (1635) Utility
Divine Word (1640) Utility
Divine Incarnation (1650) Utility


Those Paladins that truly dedicate themselves to their patron Arkati are granted the ability to raise the dead. This rare gift can be used once per day at its baseline. Although ineffective with chrisms, Divine Word is a very effective battle resurrection. The paladin and target must be in the same group or the spell will have no effect.

Effect

The corpse is resurrected in a defensive stance, prone, with 5 seconds of stun and roundtime; the paladin will incur 15 seconds of roundtime. The target will initially be returned with full health, spirit, stamina, and mana; the paladin will not initially lose any spirit. Although all injuries will remain, actions are not hindered by wounds and neither will they bleed. Importantly, the character will also automatically receive a single cast of all known buff spells, plus up to twenty levels of outside spells that were active at the time of death, somewhat similar to Symbol of Recall. This effect will last for ten minutes before spells drop and other death effects set in (see below). Because there is only the group-version of Mass Blur (911) and the casting paladin must be a member of the deceased's group to cast Divine Word, paladins can often get a free shot of Blurs when the dead are brought back to life.

Unlinking

Divine Word will remain active on both the target and paladin for ten minutes; its remaining duration is visible via SPELL ACTIVE. At any time, the resurrected and the paladin can UNLINK to prematurely end the spell's effects; unlinking is wholly independent between the two characters, and either of them unlinking will have no effect at all upon the other, contrary to the case of how it works with Raise Dead (318). Once Divine Word wears off, so too do its benefits.

The recently deceased will find themselves in a very poor condition more typical of recent resurrection: 25 health, 1 spirit, 1 stamina, and 1 mana. Naturally they will again be hindered by any remaining injuries, and they will bleed normally. All active spells will also fall; however, if Symbol of Recall was active when the character was raised, it will trigger when Divine Word ends.

The paladin, on the other hand, will suffer 30 seconds of roundtime, and be required to pay their debt of spirit. The cost is 25% of the target's maximum, which can be determined by APPRAISE on the corpse (before Divine Word is cast). Not having enough spirit will result in spirit death.

Training

There is a percentage chance equal to 100% minus the caster's Spiritual Mana Control skill that the resurrection attempt will severely injure the caster, possibly resulting in the caster's death. It is recommended that the caster have 102 skill in SMC before attempting to raise the dead, although one more rank for a total of 25 ranks will unlock the first tier of multi-incanting.

Training in Spiritual Lore, Religion increases the number of times the Paladin is able to raise the dead in a given day; 2 times per day at 20 ranks and 3 times per day at 40 ranks.

See also