Binding Contract
Type: Healing | |
Humanoid: 600 | Animal: 600 |
Fish: 600 | Insect: 600 |
Plant: 600 | Non-Flesh: 600 |
Undead: 600 | Alignment: Evil |
Casting time: 7 rounds | Spell cost: 400 |
Spell level: 20 | Spell category: bewahrung |
Affecting stats: wis | |
Offensive: No | Location: Anywhere |
Target: livingtarget | Range: close |
Components: VS | |
Alignment: Must be Evil. | |
Spell Description | |
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With this spell you make a deal with Varkyll-an-Bluge to restore the fraility of your mortal body causing scars to heal, diseases to be cured, spirit renewed, and your body restored. To seal this bargain you sign a contract in blood with a Cultist signing away their soul. The cultist may or may not reveal the implications of signing this contract with you. The cultist may collect on this contract at anytime regardless if it may be possibly fatal to you. This is NOT a valid reason to pkill the cultist as you signed the contract. This spell requires both caster and target to be in the same party and this is considered acceptance by the target for signing the contract. |
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Syntax | |
invoke binding contract at <target> |
Notes
This is the cultist's version of the greater miracle spell, and is most commonly used to cure various diseases. The percentage a cultist has in this spell determines its ability to cure afflictions.
While capable of healing Hellheal is far more time/SP-efficient. It generally removes 0-2 scars, thus it is just better to ask a biomancer for a Remove Scar spell.
Binding Contract may only be cast on a player in the same party as the cultist, and creates a contract of a random percentage regardless of what is healed. The target may not be good (although neutral is acceptable for disease curing), and the cultist may not target themselves.
page revision: 2, last edited: 25 Oct 2009 14:28