Smite/Bane (302)

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Smite/Bane (302)
Mnemonic [SMITE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Plasma 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility
This article is about the spell smite/bane. For "creature/type bane" items, see bane weapon.

Depending on the deity a cleric worships, the cleric will receive either the spell Smite or the spell Bane. Both spells inflict damage on a host's body, with plasma flares that induce further harm.

Smite's effectiveness leans toward the old ways of the clerics. It is a very powerful spell to be used upon the undead. Bane's effectiveness leans toward a darkened path of sorcery, and its power lies in harming the living.

Specifically, on the CONVERT (verb) list, the upper half of Major Arkati/Spirit and Lesser Arkati/Spirit are Smite, and the lower half are Bane. Clerics who have not yet chosen a deity or are converted to Other/999 via CONVERT use Smite by default.

Smite/Bane deals damage in two cycles. The first cycle deals hitpoint damage and has a maximum of 45 for a non-infused cast. The second cycle deals plasma damage. Both spells also harbor the ability to instantly kill a target, depending on Spiritual Lore, Religion training and warding margin (up to around 9%).

Smite is more effective against undead targets, while Bane is suited better towards living enemies. If Bane is used against an undead target or Smite is used against a living target, the mana cost will cost double (4 mana). (The chance of infusion or instant death used to be limited to casts against the "correct" target, but this is no longer the case.)

Note: Smite has a slightly higher base damage factor (0.6) than Bane (0.5) when used against undead. Both versions of the spell have a damage factor of 0.5 against living.


  • PREP 302 | CAST {target} or INCANT 302 to cast this spell
  • PREP 302 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 302 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 302 to always channel this spell using INCANT 302

Lore Benefits

Training in Spiritual Lore, Religion provides for a chance of an infusion by skill bonus ÷ 10 (Table I), which increases the overall damage dealt. The infusion effect also increases, based on religion ranks, the first cycle's infused damage cap (Table II).

Table I
Spiritual Lore, Religion ranks 2 10 24 50 100 150 200 250
Chance for infusion 1% 5% 10% 15% 20% 25% 30% 35%
Not all thresholds shown
Table II
Spiritual Lore, Religion ranks 2 7 16 29 46 92 121 154 191
Maximum infused damage 59 60 61 62 63* 64 65 66 67
The 63* damage entry represents two tiers consolidated into one (ranks 46 to 91). A normal progression would have an additional breakpoint between ranks 66/67.

The extra damage effect was previous called mana infusion which required the expenditure of additional mana. When the extra mana cost was removed the description was shortened to infusion.

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).

One Open Hand +20 +16 +12 +8 +4
Two Open Hands +40 +32 +24 +16 +8


The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.

Smite Damage Messaging
Endroll Message
101 - 105
Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin.
106 - 110
A scintilla of blue-white energy slightly agitates a <target>.
111 - 115
Small globes of blue-white energy crash into a <target>, causing small bruises to form.
116 - 130
Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds.
131 - 145
A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake.
146 - 160
A cascade of blue-white energy waves buffets a <target>.
161 - 175
An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light.
175 - 190
Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy.
191 - 210
Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant.
A massive beam of blue-white energy engulfs a <target> in a luminous column of light!
Smite Instant Death Messaging
A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka's skin. Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light. Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.
Smite Infusion Messaging
With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!
Bane Damage Messaging
Endroll Message
101 - 105
The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin.
106 - 110
The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin.
111 - 115
The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin.
116 - 130
The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze.
131 - 145
The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils.
146 - 160
The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off.
161 - 175
The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy.
176 - 190
The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma.
191 - 210
The violet haze violently swirls around the <target>, scorching the skin of a <target>.
The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself!
Bane Instant Death Messaging
A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere. The pulsating orbs take up a position directly in front of the <target>, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature. Encasing the <target> within this framework, the triangle begins to rotate with tremendous speed, binding the <target> with a cocoon of energy ribbons. A blur of violet and black obscures a <target> from view and as mysteriously as the orbs appeared, they fade away.
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.
Bane Infusion Messaging
With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!

Combat Resolution

Successful cast:

You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
>You channel at a wraith.
A scintillating, blue-white aura encompasses a wraith.
   CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227
   Warding failed!
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!
The wraith is hit for 45 points of damage!
   ... 35 points of damage!
   Left arm ripped in half at the elbow!
   The fallen arm evaporates as a new one materializes.
Cast Roundtime 3 Seconds.
  • The wraith is hit for 45 points of damage! is the first (non-critical HP) damage cycle.
  • ... 35 points of damage! Left arm ripped in half at the elbow! The fallen arm evaporates as a new one materializes. is the second (critical damage) cycle with injury location messaging, in this case using the non-corporeal critical table.

Non-corporeal Undead

When cast upon non-corporeal type creatures the second cycle is plasma critical hitpoint damage only. There are no critical injuries. The messaging for this attack cycle is found in the non-corporeal critical table which is a generic messaging critical table for all non-corporeal creatures regardless of the damage type.