Help : Spell Possession
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Syntax:
cast possession <target>
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Level:
16
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Class:
Necromancer
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Save:
none
By tearing a possessing entity from the netherworld, and bending it to his will, a necromancer of sufficient power can force the spirit to enter into a non-magical, non-enchanted weapon or piece of armor of his choosing. Though the ritual destroys much of the spirit's free will, its controlling nature provides great benefit to the wielder. The weapon will be more swift and higher casters will find their weapons more deadly than before. Armor, while not physically improved, certainly will help protect against more subtle attacks. Unfortunately these vestiges of sentience also make themselves known in more pointed ways from time to time. Some elderly, and perhaps senile, warriors have been seen carrying on a one-sided conversation with no one. Some necromancers may be willing to sell you the service of binding spirits, for the right price. Effect - Weapon: Speed: Level >= 20: -2 < 20: -1 Critical: +9 Effect - Armor: Save all: Level: >=19: 2 < 19: 1 Spell Potency: 1: Effect - Armor Mana: 1 2: Effect - Weapon: 50% Sanctuary Cut Mana Burn: Between 4 and 7% of targets total mana Mana Restore: Mana Burn Amount Effect - Armor Mana: 2 3: Effect - Armor Mana: 3 Example: Level 15 - No Spell Potency Effect - Weapon: Speed: -1 Critical: 9 Effect - Armor: Save All: 1 = 4% Level 15 - Spell Potency 2 Effect - Weapon 50% Sanctuary Cut Mana Burn: Between 4 and 7% of targets total mana Mana Restore: Mana Burn Amount Speed: -1 Critical: 9 Effect - Armor Save All: 1 = 4% Mana: 2 Spell Potency Bonuses: Necromancers who have opted for Spell Potency of at least the second tier will be able to bend even more powerful spirits to their will and bind them to certain items. These great shades hunger constantly for power, and may help the wielder to whom they are bound. Beware, however, most items will crumble to dust from the strain of containing them. See Also: Spell Detect Life, Spell Enchant, Spell Potency
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