Class: Priest: Difference between revisions

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| || Aura of Anti-Evilness || Scares evil mobs off making them run
| || Aura of Anti-Evilness || Scares evil mobs off making them run
|-
|-
| || Blessing Hiding
| || Blessed Hiding       || Same as angelic but whole party
|-
| || Divine Thud          || High Damage
|-
| || Dumbstruck            || Makes mob dumb, unable to cast spells
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| || Forefield            || Makes a wall of electric static fends off electric based attacks
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| || Forest to Army        || Turns foresty areas with trees into helpers
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| || Glacier Skin          || Makes caster immune to ice type spells
|-
| || Godfire              || Level 99 kills instantly
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| || Guts of Steel        || Makes caster immune to disease and poison
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| || Hand Of Faith        || This spell enables a priest to focus magical energy into his hand. When the priest strikes an opponent with his "energized" hand, his opponent suffers 1 hit point of damage per level of the caster (no save) and is stunned for 1-4 rounds, unless a save vs. spells is made. After a successful hit, the spell fades.
|-
| || Holy Absorption      || The Caster steals mana from their opponent , this spell may only be cast so many times in a mud day.
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| || Holy Scourge          || Curses mob, weaker and less competent
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| || Holy Vow              || like enchant but only grants holy affects
|-
| || Hyperactivity        || Makes char hyper, gaining attack rounds
|-
| || Magic Aura            || Those affected will be harder to hit in battle and will hit their own targets more often
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| || Martyr's Shield      || like rubber and glue
|-
| || Moonbeam              || Creates a weapon of moonbeams used outside at night
|-
| || Mystic Transfer      || transfer memorized spells from one priest to another
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| || Raise Spirit          || summons forth the spirit of a mob that must be dead in a zone
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| || Ray of Enfeeblement  || Damage Spell
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| || Restore Mind          || Restores confusion from the player
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| || Sermon of Rightous    || Holy Damage 1d8
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| || Sex Change            ||affect stats-wis Changes sex of players/mob/whatever we decide
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| || Sheka                || raises morale giving +2 to savings and +2 to attack modifers
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| || Statue                || High Level will turn a mob instantly to stone
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| || Struckdumb            || Cures dumbstruck
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| || Symbiosis            || Preist draws hp from another character in the group
|-
| || Unstun                || Protects against stun
|-
| || Wound                || Some Type of holy damage
|-
| || Youth                || reduces age of target.  Affect stats-wis dependetn on casters' level
|-
| || Zephyr                ||  spell raises a light refreshing breeze which helps improve fatigue recovery for all in the area.
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| || Detect Disease        || Duh
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| || Pray Barrier          || Lets a barrier be erected around the priest when praying letting them flee before an aggressive mob attacks-Jagang
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| || Alamars Energizer    || Priest can sacrifice the energy of one or more mage spells in order to bestow that energy to a target in the form of mana or mv.
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| || Angelic Floating      || Priest suffers half the normal vig penalties for moving
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| || Bind Evil            || This spell will make an aggro mob , confused and not aggro for a period of time.. Aggro to good and neutral only , not for aggro to evil
|-
| || Blinding Faith        || Shines a holy light in their eyes, weakening their ability to connect with a hit
|-
| || Countenanace          || They pour their heart and soul into praying , and suffer a temporary HP loss , but a boost to pray time speed. (Make it a high level spell and maybe granted)
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| || Boon                  || pell user the ability to cast the spells he or she currently has as if he or she were 1d4+1 levels higher than their actual level
|-
| || Surge of the Holy    || caster sacrifices life for massive damage
|-
| || Shroud                || Places a shroud around someone giving them a 10% reduction in evil damage
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| || Determination        || Remort Skill-When the priest is fighting a mob of an undead or Hellish type (Demon , orc, ghoul , ghost etc) , they will get a + to mags , and a + to hitroll.
|-
| || Demon Executor        || Remort Skill-This makes the char void to all alignment restrictions. Making all eq no matter the align slide on with ease. This should be granted and hard to obtain, As it will open the gateway for stronger chars
|-
| || Divine Intervention  || Heals all items including disease and rot but caster gains age each cast
|-
| || Angel of Mercy        || summons forth wings gains +6 deflection and fast healing
|-
| || Protection from Shadow || Duh
|-
| || Protection from Moon  || Duh
|-
| || Benediction          || As per FFXI & Brazil
|-
|}
 
 
 





Latest revision as of 02:00, 10 December 2005

General Ideas: Can Only Wield Staffs

Spell Ideas:

Level Name Description
Angelic Approbation
Angelic Benediction Minor Group Heal
Angelic Blessing Minor Group Bless
Angelic Commendation Minor Group Heal
Angelic Hiding This spell temporarily hides the target. Use this in case one character is out of spell points (and thus cannot attack), and you don't want them to be attacked by enemies, or if one character is really getting chopped up, and (for some odd reason) you can't cast a healing spell on them. This spell eventually wears off. If the selected PC either hits attacks someone, or casts an offensive spell, they will immediately become visible again.
Aphids Sends Aphids to mob making them be eaten from the inside out.
Atone Charm sorta-makes mob miss more cause it's not mad at caster
Aura of Anti-Evilness Scares evil mobs off making them run
Blessed Hiding Same as angelic but whole party
Divine Thud High Damage
Dumbstruck Makes mob dumb, unable to cast spells
Forefield Makes a wall of electric static fends off electric based attacks
Forest to Army Turns foresty areas with trees into helpers
Glacier Skin Makes caster immune to ice type spells
Godfire Level 99 kills instantly
Guts of Steel Makes caster immune to disease and poison
Hand Of Faith This spell enables a priest to focus magical energy into his hand. When the priest strikes an opponent with his "energized" hand, his opponent suffers 1 hit point of damage per level of the caster (no save) and is stunned for 1-4 rounds, unless a save vs. spells is made. After a successful hit, the spell fades.
Holy Absorption The Caster steals mana from their opponent , this spell may only be cast so many times in a mud day.
Holy Scourge Curses mob, weaker and less competent
Holy Vow like enchant but only grants holy affects
Hyperactivity Makes char hyper, gaining attack rounds
Magic Aura Those affected will be harder to hit in battle and will hit their own targets more often
Martyr's Shield like rubber and glue
Moonbeam Creates a weapon of moonbeams used outside at night
Mystic Transfer transfer memorized spells from one priest to another
Raise Spirit summons forth the spirit of a mob that must be dead in a zone
Ray of Enfeeblement Damage Spell
Restore Mind Restores confusion from the player
Sermon of Rightous Holy Damage 1d8
Sex Change affect stats-wis Changes sex of players/mob/whatever we decide
Sheka raises morale giving +2 to savings and +2 to attack modifers
Statue High Level will turn a mob instantly to stone
Struckdumb Cures dumbstruck
Symbiosis Preist draws hp from another character in the group
Unstun Protects against stun
Wound Some Type of holy damage
Youth reduces age of target. Affect stats-wis dependetn on casters' level
Zephyr spell raises a light refreshing breeze which helps improve fatigue recovery for all in the area.
Detect Disease Duh
Pray Barrier Lets a barrier be erected around the priest when praying letting them flee before an aggressive mob attacks-Jagang
Alamars Energizer Priest can sacrifice the energy of one or more mage spells in order to bestow that energy to a target in the form of mana or mv.
Angelic Floating Priest suffers half the normal vig penalties for moving
Bind Evil This spell will make an aggro mob , confused and not aggro for a period of time.. Aggro to good and neutral only , not for aggro to evil
Blinding Faith Shines a holy light in their eyes, weakening their ability to connect with a hit
Countenanace They pour their heart and soul into praying , and suffer a temporary HP loss , but a boost to pray time speed. (Make it a high level spell and maybe granted)
Boon pell user the ability to cast the spells he or she currently has as if he or she were 1d4+1 levels higher than their actual level
Surge of the Holy caster sacrifices life for massive damage
Shroud Places a shroud around someone giving them a 10% reduction in evil damage
Determination Remort Skill-When the priest is fighting a mob of an undead or Hellish type (Demon , orc, ghoul , ghost etc) , they will get a + to mags , and a + to hitroll.
Demon Executor Remort Skill-This makes the char void to all alignment restrictions. Making all eq no matter the align slide on with ease. This should be granted and hard to obtain, As it will open the gateway for stronger chars
Divine Intervention Heals all items including disease and rot but caster gains age each cast
Angel of Mercy summons forth wings gains +6 deflection and fast healing
Protection from Shadow Duh
Protection from Moon Duh
Benediction As per FFXI & Brazil



  • Blood of the Martyr: Heal target and take same amount of damage to self
  • Convert Wand: Changes any wand into a healing wand lasts 1 minute/level
  • Crown of Flames: Holy flames damage undead and fey for 2d6 damage per round
  • Energetic Healing: Immune to one type of damage and when that type is used on them they gain 10% of that amount of damage in healing.
  • Last Judgement: Creature is struck dead and sent to lower plane-percent chance of no corpse left.
  • Wages of Sin: Make other evil align creatures attack each other.
  • Radiant Shield: You are surrounded by a shield of glory, protected from electric damage while mobs take electric damage on each hit in amount you would take. (i'm rubber your glue idea)

Race Specific Spell Ideas:

  • Dwarven Priest-Words of Wisdom-By weaving sacred names of dwarven runes together the priest is able to increase his effective level by +2 for purpose of determining any spell's level (Race: Dwarf)