Difference between revisions of "Pcoach"

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imported>Amelia
(Created page with "Phantom Coach <nowiki>------------------------</nowiki> level    : 15 school   : Conjuration, Necromancy syntax   : pcoach <target> cost     : 40 Channelling your...")
 
 
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=== Basic Description ===
Phantom Coach
.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 ===
<nowiki>------------------------</nowiki>
Channelling your magic deep into the abyss, you summon and send forth a Phantom
Coach.


=== Unsuccessful ===
level    : 15
You cannot locate [Player Name].


You stumble over the ancient words, and the spell fizzles.
school   : Conjuration, Necromancy


The coachman refuses to travel in the area of [Player Name].
syntax   : pcoach <target>

cost     : 40

⚫
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.

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].