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  • help > prayers > compel
    Prayer: Compel
    Class: Templar and Mummy
    Cost: 20 (adjusted by sp modifier)
    Praying time: 1 rounds
    Prayer type: Teleportation
    Difficulty: Level 1
    Syntax: pray compel <target>
    pray compel set <target>
    pray compel recall
    Examples: pray compel deathshead
    pray compel -10 crispin
    pray compel set guard 3

    The compel prayer allows the caster to compel a player or monster to his or her location.

    You can only compel a creature if you are aware of its true name. Most of the time this is a simple enough matter, but quite often some creatures share names, or the true name is not readily available. In such cases, where you want to compel a specific individual, you can use the 'set' parameter. To do so, you must actually go to the creatures location, and 'pray compel set <creature>'

    Once done, you can then compel that specific creature using the 'recall' parameter. A 'set' target must be the very next one you compel. Any attempt to compel another creature in between will erase the one you have set, and you'd have to go set it all over again. Using the 'set' parameter has a cost of half the usualy cost for a compel.

    In either case, all compels are treated the same, as far as cost, effects, and repercussions.

    Some creatures don't like being compelled and will attack the cleric once compelled. Also compel will not work in magic proof areas. Compel is resisted.

    Compelling someone against his will is an aggressive act. In order to -let- someone compel you, type either 'permit <who> compel' or 'permit <who> compel'. Either will work.

    This prayer can be prayed quietly.