Difference between revisions of "Pcoach"

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  |--------------------------------------------------------------------------|  
  |--------------------------------------------------------------------------|  
  | Level:  15                                                              |
  | Level:  15                                                              |
  | School: Conjuration, Necromancy                                          |
  | School: [[Conjuration]], [[Necromancy]]                                         |
  | Syntax: pcoach <target>                                                  |
  | Syntax: pcoach <target>                                                  |
  | Cost:  40 sp                                                            |
  | Cost:  40 sp                                                            |
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  | unpredictable as you have little control over its actions.              |
  | unpredictable as you have little control over its actions.              |
  .oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.
  .oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.
=== Successful ===
Channelling your magic deep into the abyss, you summon and send forth a Phantom
Coach.
=== Unsuccessful ===
You cannot locate [Player Name].
You stumble over the ancient words, and the spell fizzles.
The coachman refuses to travel in the area of [Player Name].

Latest revision as of 20:24, 10 April 2023

Basic Description

.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.
| Phantom Coach                                                            |
|--------------------------------------------------------------------------| 
| Level:  15                                                               |
| School: Conjuration, Necromancy                                          |
| Syntax: pcoach <target>                                                  |
| Cost:   40 sp                                                            |
|--------------------------------------------------------------------------|
|    Channelling your necromantic magics, you summon forth a phantom       |
| coach. A demonic coachman drives a team of nightmares to collect         |
| your target. Should your target opt to board the coach, they will be     |
| transported to your current location. If the mage leaves the room        |
| where the phantom coach was summoned, the spell fizzles.                 |
|                                                                          |
|    There is a small chance of bungling this complicated spell.           |
| Sometimes, when bungling the spell, the coachman will choose to obey     |
| your summons anyway. Should this happen, the results can be somewhat     |
| unpredictable as you have little control over its actions.               |
.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.oOOo.

Successful

Channelling your magic deep into the abyss, you summon and send forth a Phantom
Coach.

Unsuccessful

You cannot locate [Player Name].
You stumble over the ancient words, and the spell fizzles.
The coachman refuses to travel in the area of [Player Name].