Fervent Reproach (312)

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Fervent Reproach (312)
Mnemonic [FREPROACH]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


Fervent Reproach is a warding spell that does pure hitpoint damage, with no criticals of any type. Although it cannot stun or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low mana cost. A side benefit to this is that the value of skins gathered from the corpses of creatures killed by this spell is not effected by any injuries.

There is a small chance of receiving a slight, temporary bonus to Wisdom, maximum health and maximum mana when casting this spell successfully. Once under the influence of this bonus, the Cleric cannot receive it again until it has subsided.

Lore Effects

Damage Modifiers

This spell can also be channeled to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.

Unlike most similar spells, however, the actual spell attack messaging changes based upon the number of open hands the caster has.

The damage of Fervent Reproach can be greatly increased by charging the spell.

Charging

Syntax - pray fervent reproach (x)

Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard roundtime upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."

This charge time can be changed at anytime without roundtime, but each time will force the cleric into a kneeling stance.

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