Cold Snap (512)
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Cold Snap is an open cast warding spell that causes targets to become rooted. The root status effect causes a target to have -50 attack strength (AS) to melee attacks, -25 AS to ranged attacks, and -25 defensive strength (DS) (but does not stack with the DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures cannot perform maneuvers. The spell will affect a base of up to 4 targets, increasing with training in Elemental Lore, Water. The duration of the root is (warding margin / 5) + 3, minimum of 8 seconds and maximum of 25 seconds.
Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, immobilizing them and refreshing the duration. Targets encased in ice will have a chance, based on Elemental Lore, Water, to shatter when an applicable bolt spell is CHANNELled.
If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire.
If a target is drenched from Minor Water (903 or 518) soaking, or if the spell is cast in a watery room, the affected target(s) suffer -25 penalty to target defense (TD).
Non-corporeal targets are better able to defend against the spell, and thus receive a TD bonus of creature level/10. Creatures that are made of fire or emanate heat are immune to Cold Snap.
Usage
- PREP 512 | CAST or INCANT 512 to cast this spell against anything not grouped to the caster, attempting to root all targets. For INCANT, a target must be visible in the room
- PREP 512 | CAST or INCANT 512 to attempt to immobilize all targets that are rooted, but targets that were not rooted on the first cast will be warded first
- PREP 512 | EVOKE to cast the spell against those that have already been rooted first (for second cast)
- INCANT 512 OPEN to open cast this spell once using INCANT (when a target is not visible)
- INCANT 512 EVOKE to evoke this spell once using INCANT
Lore Benefits
Training in Elemental Lore, Water provides three benefits:
Increased Targets
Water Lore increases the possible number of targets by +1 per seed 5 summation of ranks.
Elemental Lore, Water ranks 0 5 11 18 26 35 45 56 68 81 Possible targets 4 5 6 7 8 9 10 11 12 13 Elemental Lore, Water ranks 95 110 126 143 161 180 200 221 243 Possible targets 14 15 16 17 18 19 20 21 22
Shattering
If a target is encased in ice (i.e., failed Cold Snap warding twice) and the caster CHANNELs a bolt that causes a rank 5+ impact (505(?), 510, 1709) critical, there is a (Water Lore skill bonus / 3) chance that the injury location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.
Elemental Lore, Water ranks 1 3 6 9 13 17 20 25 30 38 50 Chance for shattering 1% 3% 10% 15% 20% 25% 30% 35% 40% 45% 50% Elemental Lore, Water ranks 65 80 95 110 125 140 155 170 185 200 Chance for shattering 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
- Not all thresholds shown
Minor Cold (1709)
Water Lore training makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana.
Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231 Casts of Minor Water converted to Minor Cold 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Messaging
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Alchemy Recipes
A translucent pale blue dust | |
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Eastern version | Western version |
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