Major Fire (908)
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Major Fire is a ball of roaring fire which is flung at one's foe. Occasionally, the fire will splash, causing additional damage to the original target or striking other opponents within the area. Damage capability and number of targets hit by the splash can be increased by training in Elemental Lore, Fire.
Usage
- PREP 908 | CAST {target} or INCANT 908 to cast this spell
- PREP 908 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 908 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 908 to always channel this spell using INCANT 908
Lore Benefit
Training in Elemental Lore, Fire provides two benefits:
Potential Splash Targets
The number of targets hit by a ball spell is determined by the following calculation using Elemental Lore, Fire and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Elemental Lore, Fire Ranks] - 7) / 2
- First Roll is a random number from 0 to 8
- Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
- The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].
(As such, training in Elemental Lore, Fire contributes to both of the values from which the smaller number is chosen.)
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Damage Factor Bonus
Training in Fire Lore 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.
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Major Fire | DF | .400 | .333 | .270 | .256 | .244 | ||||||||||||
AvD | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 |
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.
Alchemy Recipe
A slender crimson rod |
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Resources
- Wizard Base Spell Circle: Major Fire, on Play.net