Minor Steam (1707)

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Minor Steam (1707)
Duration Immediate
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Steam 
Arcane Spells
Arcane Blast (1700) Attack
Arcane Decoy (1701) Defensive
Unannounced (1702)
Unannounced (1703)
Stun Cloud (1704) Attack
Martial Prowess (1705) Defensive
Flaming Aura (1706) Attack
Minor Steam (1707) Attack
Mystic Impedance (1708) Attack
Minor Cold (1709) Attack
Major Acid (1710) Attack
Mystic Focus (1711) Offensive
Spirit Guard (1712) Defensive
Death Cloud (1713) Attack
Quake (1714) Attack
Firestorm (1715) Attack
Neutralize Curse (1716) Utility
Unannounced (1717)
V'tull's Fury (1718) Attack
Unannounced (1719)
Arcane Barrier (1720) Defensive
Unannounced (1725)
Fash'lo'nae's Gift (1750) Utility

Minor Steam, which results from the combined effects of the elements water and fire, is a bolt spell that sends a seething blast of steam from the palm of the caster or tip of a wand. This is an elemental attack spell and uses the Spell Aiming skill.

This spell is native to the Wizard circle, and can be cast when Minor Water (903) is EVOKEd by a wizard with 20 ranks of Elemental Lore, Fire for 5 mana.

This spell can commonly be found in green coral wands available through the treasure system.

Lore Benefits

Training in Elemental Lore, Fire and/or Elemental Lore, Water will increase the spell's damage factor. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.

Fire + Water
Lore Ranks
Damage Factor
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Cone of Elements (518) can cast a multi-fire version of this spell with 10 ranks each of Fire Lore and Water Lore and all damage factor increases will carry over to the other spell.

Bolt Spell 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 Steam DF .600 .550 .385 .333 .267
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. This applies when the spell is channeled by a qualified wizard evoking Minor Water.


You hurl a seething blast of steam at a human robber!
 AS: +427 vs DS: +262 with AvD: +40 + d100 roll: +96 = +301
 ... and hit for 74 points of damage!
 The human robber cringes from a scalding blast to right arm!
 The human robber is stunned!