USE:
- Use form one when there's no possible ambiguity. In the example, there's only one guard in the current room.
- Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a tall guard, a short guard, etc.
- Use form two or three when more information is needed to interpret the command - that is, there's more than one possible target by the same name to which the command could be applied. In the example, there's a tall guard, a short guard, etc.
- Use form four when there are many instances of <target> available, and you want to remove paralysis from one of them in particular.
RemoveParalysis is part of a chain of ritual events required to remove the paralysis from
a paralyzed victim.
RemoveParalysis requires a
magical circle.
The practitioner must be meditating.
The paralyzed victim must be in the room.
There are many conditions which could prevent you from being able to remove paralysis from
a particular target. You may be too tired, or paralyzed yourself, or blinded and unable to find the target.
The Game channel will inform you of the outcome of your command.
As with many other TriadCity commands, your expertise with the RemoveParalysis Skill will determine how
effective your attempts to use the RemoveParalysis command will be.
Note that
Healers
(only) may also use the
DrawParalysis
command. While both commands have the potential to remove a patient's paralysis, there are differences
between them. DrawParalysis does not require a ritual; the paralysis may be taken into the Healer's own
body; and the Healer receives approximately five times as much experience.