Minor Fire (906)

The official GemStone IV encyclopedia.
(Redirected from 906)
Jump to: navigation, search
Minor Fire (906)
Mnemonic [MINORFIRE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Fire 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant Item (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Offensive

Minor Fire is a powerful elemental bolt spell that empowers the caster with the ability to hurl a stream of fire at a foe. It is one of the primary attack spells in a wizard's arsenal and can be especially effective when cast at creatures that are susceptible to fire damage, notably members of the troll family. Although not the most powerful elemental attack spell available to wizards, it is effective in most situations and often provides the best results for the mana required to cast it. Successful attacks will cause the target to sustain hitpoint damage and fire-based critical injuries.

Usage

  • PREP 906 | CAST {target} or INCANT 906 to cast this spell
  • PREP 906 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 906 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 906 to always channel this spell using INCANT 906

Lore Benefits

Damage Factor Bonus

Training in Elemental Lore, Fire increases the spell's damage factor (DF).

Fire Lore Ranks
DF Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

The total DF increase with 200 ranks EL, Fire lore is 0.100.

Fire Critical Bonus

Training a minimum of 10 ranks of Elemental Lore, Fire will unlock a percentage chance equal to (skill bonus ÷ 5) to ignite the target. Activation will result in 2 additional rounds of fire critical injuries (no additional hitpoint damage). Base chance with 10 ranks is 10% (50 skill ÷ 5).

  • The effect lasts for 10 seconds and the ignite damage occurs every 5 seconds.
  • This ability does not work on targets already on fire through Immolation (519).
  • The spells Minor Water (903) and Holy Bolt (306) will remove this effect from the target.
% chance to activate = trunc(Elemental Lore, Fire skill bonus ÷ 5)
Elemental Lore, Fire ranks 10 15 20 25 40 60 80 100 140 180 202 252
Chance for ignition 5% 14% 18% 21% 28% 32% 36% 40% 48% 56% 60% 70%
Not all thresholds shown

Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Minor Fire DF .667 .455 .345 .323 .303
AvD 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Messaging

The spell messaging in this log includes the ignite damage effect, Some of the flames..., and the double criticals inflicted due to the troll's susceptibility to fire damage.

Your hands glow with power as you invoke the phrase for Minor Fire...
Your spell is ready.
You gesture at a hill troll.
You hurl a stream of fire at a hill troll!
  AS: +226 vs DS: +107 with AvD: +33 + d100 roll: +25 = +177
   ... and hit for 36 points of damage!
   Left hand fried to a crisp.  Think barbecue sauce.
   The hill troll is stunned!
The hill troll howls in agony as the flames dance over her body!
   ... 25 points of damage!
   Flames burn hole in chest exposing ribs!

Some of the flames from the stream of fire linger around a hill troll.
Cast Roundtime 3 Seconds.

The flames around a hill troll continue to burn!
   ... 20 points of damage!
   Nasty burns to abdomen, a hill troll shrieks in pain!
The hill troll howls in agony as the flames dance over her body!
   ... 50 points of damage!
   A large patch of flesh is seared off a hill troll's back.

>
The flames around a hill troll continue to burn!
   ... 20 points of damage!
   Nasty burns to abdomen, a hill troll shrieks in pain!
   The hill troll is stunned!
The hill troll howls in agony as the flames dance over her body!
   ... 35 points of damage!
   a hill troll takes a breath of super-heated air and expires gasping.
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.

Alchemy Recipe

A golden wand
  1. Add crystalline solution
  2. Add powdered almandine garnet
  3. Add 3 doses of ayanad crystal
  4. Simmer
  5. Add Gold Dust
  6. Boil
  7. Chant Minor Fire (906)

Resources