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E-Mod 1.8 Readme - [Spell] Telekinesis

Telekinesis

These spells are no stranger to Kindred. In fact this is the very magic they use to fly through the air and move at incredible speeds. (Updated for Build 5)

Haste Spell

Casting Cost: Skill Level
Upkeep Cost: Haste Level per/20sec
Target: Self
Subject Defenses: Can be spell tapped.

Description: This will accelerate your walking and running speeds. This spell has to be built up with continuous casting based on your skill level. That means that if you have skill level 3 you will need to cast this 3 times to finally reach your maximum potential. On a critical success your upkeep cost is reduced by 1. On a critical failure you loose any haste effect you had on, pay double cost, and are stunned for a duration based on your skill level and your stamina.

Great Haste Spell

Casting Cost: Skill Level
Upkeep Cost: Great Haste Level per/20sec
Target: Self
Subject Defenses: Can be spell tapped.

Description: This will accelerate your melee attack speed. This spell has to be built up with continuous casting based on your skill level. That means that if you have skill level 3 you will need to cast this 3 times to finally reach your maximum potential. On a critical success your upkeep cost is reduced by 1. On a critical failure you loose any great haste effect you had on, pay double cost, and are stunned for a duration based on your skill level and your stamina.

Glue Spell

Casting Cost: 5
Upkeep Cost: 3 per/1min
Target: Area
Subject Defenses: Can be spell tapped.

Description: When cast on an area any hostile who enters it must win a target's strength vs. caster's intelligence contest or be frozen where they stand. The length of their suspension will be based on their stamina. If they recover while still in a glue area they will need to win another contest until they leave that area or be frozen again. It's very handy for stopping or slowing enemy advancements. On a critical success your upkeep cost is reduced to 1. On a critical failure you pay double cost and are stunned for a duration based on your skill level and stamina.

Poltergeist Spell

Casting Cost: Skill Level
Upkeep Cost: No upkeep, must recast.
Target: Enemy/Friendly
Subject Defenses: Can be warded, Can be spell tapped.

Description: This will hurl a subject into the air spinning them around and making them dizzy. Upon falling back to the ground they will take damage. The subject will also take fall damage if applicable. On a critical success this will bypass the subject's ward if they have any on. On a critical failure you will pay double cost and be stunned for a duration based on skill level and stamina. NOTE: The hurled subject will harm those that they end up landing on top of.

Levitate Spell *

Casting Cost: Skill Level
Upkeep Cost: No upkeep, must recast.
Target: Area
Subject Defenses: Can be spell tapped.

Description: This will raise you up into the air nice and slow. You can cast this multiple times to keep yourself up in the air or to go higher. This can be combined as a landing spell for the Flight Spell. On a critical success this will reduce casting cost by 1 and on a critical failure this will double the cost and stun you for a duration based on your skill level and stamina.

Flight Spell *

Casting Cost: Skill Level
Upkeep Cost: No upkeep, must recast.
Target: Area
Subject Defenses: Can be spell tapped.

Description: This will fly you through the air towards the location you clicked on. The speed of your flight is based on the level of Haste you have activated. You can cast this multiple times while still in the air to navigate yourself all around. You will need to use this with one of the safer Levitation and Blink spells to land yourself on the ground. Best used in large maps, but can be used as a dangerous form of attack to your enemies. You can fly right into them, but you could injure yourself just as much as your opponents. On a critical success the cost is reduced by 1 and on a critical failure the cost is doubled and you are stunned same rules as above.

Blink Spell *

Casting Cost: Range in yards
Upkeep Cost: No upkeep, must recast.
Target: Area
Subject Defenses: Can be spell tapped.

Description: When cast it will send you to a location you choose. On a critical success the casting cost is halved and on a critical failure the casting cost is doubled and you are stunned for the same rules as before.

* There are no limitations in any of these abilities unlike other mods you can go as far as you want and still be able to walk as long as the platform you land on is walk-able. If you land on a un-walk-able platform you will walk back to your last position. Though this may look odd at times, it's to keep you from getting stuck.

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