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The event "The Assault on Taekir" is beginning in 1 day, 3 hours.

Causes, Harm, Flay Health, Phantom Grasp

 
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Abandoned Realms



Joined: 23 Jan 2004
Posts: 346

PostPosted: Wed Apr 26, 2006 10:23 pm    Post subject: Causes, Harm, Flay Health, Phantom Grasp

My disciples of the true faith have communed further into the darkness
than any have previously dared, and returned to me with knowledge of spells
left by the demons that once shook this realm before their demise.
Formely considered worthless, and laughed at by many experienced clerics,
these spells are now more dangerous than ever, especially since they
are relentless even against all known forms of magical protection.

Cause continual: this affliction harms the opponent over several rounds,
rather than all in one go, to draw out the agony.

Cause serious: Painful as ever, and now even more painful when used upon
one suffering from cause continual. It will destroy the cause continual
to inflict even greater damage.

Cause critical: Horrific, and potent when used upon one suffering from
cause light. The gods of darkness have deemed this so successful, that
we may only use it periodically on our victims. Be thankful.

Harm: The ultimate damage spell, and its sufferers will learn why.
Although the gods permit us to use it only sparingly, it is a dangerous
force that any adventurer will be wary of, especially when used with
cause continual as has been described.

* Dark-knights recieve a slightly milder form of harm than shamans.

Flay health: Of most threat to the infirm, this afflictive disease is
dangerous to unprepared, and more so to those who are already infested with
plagues. Learning this spell has cost our guild the knowledge of demonfire,
Affected by DEPENDENCY - another new factor in our spells that was discovered.

Phantom grasp: Now only affects maledictive saves. Affected by DEPENDENCY.

See help on DEPENDENCY, CAUSE CONTINUAL, HARM, FLAY HEALTH
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Mendek



Joined: 16 Jan 2004
Posts: 472

PostPosted: Thu Apr 27, 2006 1:36 am    Post subject:

Things just get more and more complicated. I always thought AR's charm was in simplicity.
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Gygh



Joined: 22 Jan 2004
Posts: 288
Location: Vancouver, WA

PostPosted: Thu Apr 27, 2006 5:54 am    Post subject: Re: Causes, Harm, Flay Health, Phantom Grasp

Abandoned Realms wrote:

Cause critical: Horrific, and potent when used upon one suffering from
cause light. The gods of darkness have deemed this so successful, that
we may only use it periodically on our victims. Be thankful.


I believe you mean cause light to be cause continual?

Very interesting changes.
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Crale



Joined: 19 Aug 2005
Posts: 40
Location: NMB, South Carolina

PostPosted: Tue May 02, 2006 8:00 pm    Post subject:

i liked it better when you could repeatedly use harm, now its kinda.... useless
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Vhrael
Immortal


Joined: 06 Jan 2006
Posts: 1085
Location: Texas

PostPosted: Tue May 02, 2006 9:20 pm    Post subject:

Crale wrote:
i liked it better when you could repeatedly use harm, now its kinda.... useless

Some say "useless," some say "less cheesy/more balanced."
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Hilemal



Joined: 22 Nov 2004
Posts: 71

PostPosted: Tue May 02, 2006 9:26 pm    Post subject:

It's not useless when a shaman can pull a sudden ***DEMOLISH*** out of his ass regardless of your sanctuary, protection, mana shield, etc.
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Sethronu
Immortal


Joined: 06 Jan 2006
Posts: 127

PostPosted: Tue May 02, 2006 10:19 pm    Post subject:

you suck rock-boy!

/threadjack

shamans not as easy to rock with , what do many slow-to-adapt vets do ? stick to what works , and shamans used to be the answer. my educated guess is that paladin will become the new shaman

/know_it_all_post
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Slade
Emissary


Joined: 17 Mar 2004
Posts: 666

PostPosted: Wed May 03, 2006 12:22 am    Post subject:

^ Used to be? What, demonfire to this stuff doesn't work? Hell, even throw out this new stuff - I never thought much of shamans nuking too much anyway. I have always thought shaman power, other than the obvious of outlasting with ticks, murders, cures, dispel, etc - to be their massive collection of nasty, useful mals. They can actually stand in long enough to use them as well. People should get more creative - hex, deteriorate, curse, plague (even more so w/ flay health), dysentery, maybe insomnia (fight ender against the right classes), weaken, blindness, and more.. shit, thats just scary.

...that, and shaman still owns paladin ever since the -dodge and -trance stuff.
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Mendek



Joined: 16 Jan 2004
Posts: 472

PostPosted: Wed May 03, 2006 2:06 am    Post subject:

Paladin was always better than shaman.
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Slade
Emissary


Joined: 17 Mar 2004
Posts: 666

PostPosted: Wed May 03, 2006 2:30 am    Post subject:

Mendek wrote:
Paladin was always better than shaman.


Shaman can run around and outlast the shit out of a Paladin, and that is before insomnia even comes into consideration. Lesser things like blasphemy + confine also help.
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_Clifton_
Emissary


Joined: 08 Dec 2005
Posts: 1405
Location: your and you're are not the same. they're, there, and their are not the same. learn to english.

PostPosted: Wed May 03, 2006 7:11 am    Post subject:

and trance
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Mendek



Joined: 16 Jan 2004
Posts: 472

PostPosted: Wed May 03, 2006 6:29 pm    Post subject:

n00bs
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