Ithrilis

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Ithrilis - Water

Ithrilis Deities

Ithrilis Spells


BATHE
SPELL
*Enchantment School (50% Complexity)
*Character (Self) Target, 4 second cast time
*Cooldown: 300 seconds (1 use triggers)
*Classes Granted This Skill: Archon
*Races Granted This Skill: (No player races)
*Spell Points Required: 72 to 175
*Costs 2 practices per percent learned.
*Consumes 5 water reagents when cast.
*This spell involves a verbal component.
*This spell can be cast without a spellbook.
*This spell's cast time cannot be reduced.X
*This is a religious spell, requiring 135 piety+benevolence to Ithrilis
*This spell belongs to the Enchantment school.

NAME
 bathe - heals your damage over time
 
SYNOPSIS
 cast bathe
 
DESCRIPTION
 This spell bathes the caster in Ithrilis' grace, healing them over time.
 The spell will be less effective if healing occurs during battle, since
 blood loss is not typically conducive to sanctity and grace. The amount by
 which the caster is healed is directly correlated to Ithrilis' benevolence.

WATERSPOUT
SPELL
*Evocation School (50% Complexity)
*Character (Offensive) Target, 4 second cast time
*Cooldown: 70 seconds (1 use triggers)
*Classes Granted This Skill: Archon
*Races Granted This Skill: (No player races)
*Spell Points Required: 144 to 350
*Costs 2 practices per percent learned.
*Consumes 5 water reagents when cast.
*This spell involves a verbal component.
*This spell can be cast without a spellbook.
*This skill requires combat to be present.
*This spell's cast time cannot be reduced.X
*This is a religious spell, requiring 180 piety+benevolence to Ithrilis
*This spell belongs to the Evocation school.

NAME
 waterspout - propels the caster through an exit, causing damage
              along the way

SYNOPSIS
 cast 'waterspout' [<direction>]

DESCRIPTION
 This spell will cause the caster to be propelled through an exit in
 the specified direction. The caster will smash through any closed
 doors (as long as they are not bash proof), but will be stopped
 with a room shield (if a PC, it will stop them only in a PK room,
 otherwise they will pass through the shield). Closed doors will cause
 the caster to take damage, as will hitting a room shield.

 Hitting a megalith or a room shield will cause the caster to take
 heavy damage, and the waterspout will not succeed.

 The waterspout does damage to up to 9 available targets in the area as the
 caster exits.

QUICKSAND
SPELL
*Alteration School (50% Complexity)
*(No Specific Target) Target, 4 second cast time
*Cooldown: 120 seconds (1 use triggers)
*Classes Granted This Skill: Archon
*Races Granted This Skill: (No player races)
*Spell Points Required: 72 to 175
*Costs 2 practices per percent learned.
*Consumes 5 water reagents when cast.
*This spell involves a verbal component.
*This spell involves a somatic component.
*This spell can be cast without a spellbook.
*This skill cannot be used in a room that prevents traps.
*This skill produces an area affect.
*This skill requires that nobody associated with its usage is in combat.
*This is a religious spell, requiring 225 piety+benevolence to Ithrilis
*This skill is elemental.
*This spell belongs to the Alteration school.

NAME
 quicksand - prevents all movement away from the affected room
 
SYNOPSIS
 cast 'quicksand'
 
DESCRIPTION
 This spell will transform the room it is cast in into a pit of quicksand,
 which will prevent nearly all movement and fleeing away from the room. The
 rate at which people may escape is based on the fleeing entity's agility.
 Attempting and failing to leave quicksand will result in a short period
 of discombobulation.

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Last edited January 22, 2012 6:34 pm by Kaczia (diff)
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