Wither (1115)

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Wither (1115)
Mnemonic [WITHER]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Disintegration 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing

Wither is a warding attack spell that draws upon an empath's spiritual connection to summon the stray spirits within an area. These spirits will surround the empath's target, causing it to wither from disintegration damage. The spirits focus on a specific body part until it is no more or the target dies. If the body part is destroyed before death or the spell's ending, the spirits will attack the next closest location.

Increased damage is possible when CHANNELing the spell from a higher stance and having an open hand.

Wither is effective against most living creatures as well as non-corporeal undead. Some creature types are immune to the spell, including many in the Golem, Construct, and Elemental families.

Usage

  • PREP 1115 | CAST {target} or INCANT 1115 to cast this spell
  • PREP 1115 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 1115 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 1115 to always channel this spell using INCANT 1115

Lore Benefits

Spiritual Lore, Summoning

Training in Spiritual Lore, Summoning provides a chance to summon additional spirits for an extra (fourth) damage cycle at a similar strength to the third cycle. The chance is (Summoning Lore ranks / 1.5) percent.

Spiritual Lore, Summoning ranks 2 8 15 23 30 38 45 53 60 68 75
Chance for extra damage cycle 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Spiritual Lore, Summoning ranks 83 90 98 105 113 120 128 135 143 150
Chance for extra damage cycle 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Not all thresholds shown

Mental Lore, Manipulation

Training in Mental Lore, Manipulation provides a chance for target's muscular system to collapse, leading to instant death on a seed 1 summation of ((Mental Lore, Manipulation ranks - 10) / 2). If the warding margin is less than 50, this chance is reduced by 2% of the base chance per each marginal point. For example, if the caster had a base 10% chance to kill the target, but the warding result was 140, the death chance would be reduced to 8% (losing 20% of base). With a warding result of 125, the chance would be reduced to 5%.

Mental Lore, Manipulation ranks 12 16 22 30 40 52 66 82 100 120 142 166 192
Chance for instant death 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13%

Channel Damage

Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).

STANCE OFF ADV FOR NEU GUA
One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8

Messaging

Your mental command surges outward, echoing your need to the stray spirits nearby...
CS: +225 - TD: +99 + CvA: +25 + d100: +93 == +244
Warding failed!
A nebulous haze shimmers into view around a jungle troll, plunging inward to envelop his left eye!
... 20 points of damage!
Eyebrow and eyelashes of left eye melted off.
Trendy!
... 20 points of damage!
Eyebrow and eyelashes of left eye melted off.
Trendy!
... 60 points of damage!
Precise shot vaporizes left eye and much of brain behind while leaving skull intact.
The jungle troll falls to the ground as the stillness of death overtakes him.
The deep blue glow leaves a jungle troll.
Cast Roundtime 3 Seconds.
You channel at a giant fog beetle.
Your mental command surges outward, echoing your need to the stray spirits nearby...
CS: +225 - TD: +109 + CvA: +25 + d100: +80 == +221
Warding failed!
A nebulous haze shimmers into view around a giant fog beetle, plunging inward to envelop its right arm!
... 10 points of damage!
Unpleasant wound to right arm!
... 30 points of damage!
Small patches of right forearm disappear into red mist.
... 45 points of damage!
Strike bores into right arm, causing now-weakened bones to crack.
The beetle clicks its mouthparts wildly and waves its mangled limb around uselessly.
Cloudy tendrils writhe throughout the beetle's form, ravaging it for 87 points of damage!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
Instant Kill
You focus your thoughts while chanting the mystical phrase for Wither...
Your spell is ready.
You channel at a stone giant.
Your mental command surges outward, echoing your need to the stray spirits nearby...
CS: +XXX - TD: +216 + CvA: +25 + d100: +67 == +XXX
Warding failed!
A nebulous haze shimmers into view around a stone giant, plunging inward in a dizzying spiral to envelop her completely! Silhouetted within the shifting spiritual miasma, the giant's form withers, wasting away to an attenuated mockery of herself. Even this pale shadow disintegrates, dissolving on the air as the last cloudy tendrils vanish.
As the last of the stone giant disappears, a tiny white pearl, a twisted wand, and a glint of silver takes her place.
Attacking a creature that is immune to Wither
A nebulous haze shimmers into view around a steel golem.  The haze pulses weakly, then disperses in an explosion of cloudy tendrils.

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