Praefection
10-22-2005, 01:30 AM
I haven't seen this posted so I'll share.
GM Naos, the super coding ninja, has updated the Wizard spell Call Familiar (920)!
New Features Include:
- More Roleplaying commands
- Familiar demeanor settings and emotes
- Summoning a specific familiar type with the use of the binding rune and familiar talismans
- Updated duration
- The first elemental familiar type - wyrdlings
- Several outstanding bug fixes
And more!
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Call Familiar (920)
Mnemonic: FAMILIAR
Duration: 20 minutes + 30 seconds for every Wizard spell rank; refreshable
Type: Utility
The Call Familiar spell will summon forth a small animal to the caster for the duration of the spell. The type of creature which appears is dependant upon the local inhabitants of the area the caster is in. Elemental wyrdlings are also available as familiar types. Split into five elemental sub-types (air, earth, fire, water and lightning), wyrdlings are available to wizards who have set their attunement and are currently set to ATTUNE ELEMENT. The familiar a wizard calls is completely random. Only with the use of the binding rune (see below) can a wizard consistently summon the familiar of his choice.
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops. Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop. WAVE the binding runestone at the familiar talisman in order to prepare it then, WAVE the prepared familiar talisman at the familiar of choice. Seal the familiar talisman by casting the Call Familiar spell at it. To summon the familiar, cast Call Familiar at the familiar talisman. Each familiar talisman has 20 charges.
The wizard can see through the eyes of his familiar and can command it to perform several simple tasks. Although a familiar is not useful in combat, it can be helpful for information gathering and as a messenger. If the wizard should die, a familiar can also attempt to seek help for its master, though this is not always effective. Additionally, a wizard's familiar will always follow him across realms, keeping the wizard company on his travels.
A wizard commands his familiar with the TELL command.
Usage: TELL FAMILIAR TO <command> [options]
TELL Commands Description
LOOK [player, object, creature] look through the familiar's eyes
GO <direction, portal, HOME>; ENTER <portal>; CLIMB <object> move in a direction, traverse a portal or send your familiar to your home
SAY <message> speak through your familiar
GET <object> pick up and hold a small item
DROP drop a held item
FIND <player> search for another player's character
EMOTE [options] familiar actions
ACT [options] set activity level and demeanor of your familiar
STAY remain in the current room; cease following a character
RETURN your familiar will return to you, even when you are invisible
WATCH watch the room your familiar is in
STOP cease watching the room
RESCUE send your familiar to look for help when you are dead
FLY, LAND, STAND, SIT, SLEEP more actions
LEAVE the familiar will leave and need to be re-summoned if you want it back
Tip: Wizards may even pick up their familiars (except wolves) via the GET command and put them down via the DROP command.
GM Naos, the super coding ninja, has updated the Wizard spell Call Familiar (920)!
New Features Include:
- More Roleplaying commands
- Familiar demeanor settings and emotes
- Summoning a specific familiar type with the use of the binding rune and familiar talismans
- Updated duration
- The first elemental familiar type - wyrdlings
- Several outstanding bug fixes
And more!
--------------------------------------------------------------------------------
Call Familiar (920)
Mnemonic: FAMILIAR
Duration: 20 minutes + 30 seconds for every Wizard spell rank; refreshable
Type: Utility
The Call Familiar spell will summon forth a small animal to the caster for the duration of the spell. The type of creature which appears is dependant upon the local inhabitants of the area the caster is in. Elemental wyrdlings are also available as familiar types. Split into five elemental sub-types (air, earth, fire, water and lightning), wyrdlings are available to wizards who have set their attunement and are currently set to ATTUNE ELEMENT. The familiar a wizard calls is completely random. Only with the use of the binding rune (see below) can a wizard consistently summon the familiar of his choice.
A wizard may choose to consistently call the same type of familiar by use the binding rune. Once the wizard has found a fellow wizard to teach him this rune, he must create the binding rune using a brush, ink and blank runestone, all available in the local alchemist shops. Once the wizard has a binding runestone, he must purchase a familiar talisman from the local Wizard Guild shop. WAVE the binding runestone at the familiar talisman in order to prepare it then, WAVE the prepared familiar talisman at the familiar of choice. Seal the familiar talisman by casting the Call Familiar spell at it. To summon the familiar, cast Call Familiar at the familiar talisman. Each familiar talisman has 20 charges.
The wizard can see through the eyes of his familiar and can command it to perform several simple tasks. Although a familiar is not useful in combat, it can be helpful for information gathering and as a messenger. If the wizard should die, a familiar can also attempt to seek help for its master, though this is not always effective. Additionally, a wizard's familiar will always follow him across realms, keeping the wizard company on his travels.
A wizard commands his familiar with the TELL command.
Usage: TELL FAMILIAR TO <command> [options]
TELL Commands Description
LOOK [player, object, creature] look through the familiar's eyes
GO <direction, portal, HOME>; ENTER <portal>; CLIMB <object> move in a direction, traverse a portal or send your familiar to your home
SAY <message> speak through your familiar
GET <object> pick up and hold a small item
DROP drop a held item
FIND <player> search for another player's character
EMOTE [options] familiar actions
ACT [options] set activity level and demeanor of your familiar
STAY remain in the current room; cease following a character
RETURN your familiar will return to you, even when you are invisible
WATCH watch the room your familiar is in
STOP cease watching the room
RESCUE send your familiar to look for help when you are dead
FLY, LAND, STAND, SIT, SLEEP more actions
LEAVE the familiar will leave and need to be re-summoned if you want it back
Tip: Wizards may even pick up their familiars (except wolves) via the GET command and put them down via the DROP command.