Minor Water (903)
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Minor Water is an elemental bolt spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target. Successful attacks will cause the target to sustain hitpoint damage and possibly impact based critical injuries.
This spell can also typically be found in aquamarine wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Properly trained alchemists can create iridescent opal wands which contain the Minor Water (903) spell.
When a target is rooted by Cold Snap (512), if Minor Water is cast at the target it will be converted to Minor Cold (1709). This requires training in Elemental Lore, Water. With 20 ranks in Elemental Lore, Fire, this spell can be EVOKEd to cast Minor Steam (1707) for 5 mana.
Soaking
Minor Water has a 20% chance to soak a target for 20 seconds, making it more susceptible to Minor and Major Shock spells by granting a flat +30% chance and +3 second duration to Stun Shock. The chance to soak may be increased with training in Elemental Lore, Water.
Soaking is indicated by the message: The water completely drenches a {target}!
Soaked targets will receive a -25 penalty to target defense (TD) when also affected by Cold Snap (512).
Usage
- PREP 903 | CAST {target} or INCANT 903 to cast this spell normally
- PREP 903 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
- INCANT 903 CHANNEL to channel this spell once using INCANT
- PREP 903 | EVOKE {target} to cast Minor Steam (1707) (requires a 20 ranks of Elemental Lore, Fire and costs 4 mana)
- INCANT 903 EVOKE to evoke this spell once using INCANT
- INCANT 903 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT
- INCANT SET CHANNEL 903 to always channel this spell using INCANT 903
- INCANT SET EVOKE 903 to always evoke this spell using INCANT 903
- Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 903
- Use CAST or CHANNEL as described above to cast Minor Cold (1709) at a target in conjunction with Cold Snap (512) (requires Elemental Lore, Water)
- Cast can also be used to extinguish burning objects, creatures or characters (may be subject to a skill check). Casting at oneself or other characters from defensive or guarded stance simply drenches them with water (no mechanical effect).
Lore Benefits
Elemental Lore, Water
Training in Elemental Lore, Water provides two direct benefits:
- It increases the chance to soak a target based on skill:
Elemental Lore, Water ranks 0 1 6 8 13 18 24 30 40 60 Chance for soaking 20% 22% 30% 40% 50% 60% 70% 80% 90% 100%
- Not all thresholds shown
- It increases the spell's damage factor by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.
Water 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, Water lore is 0.100.
Cone of Elements (518) can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.
Interaction with Cold Snap (512)
In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already rooted by Cold Snap, and each cast will be converted to Minor Cold (1709). The number of casts this is applicable is equivalent to the bonus level of a seed 10 summation of ranks.
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
Elemental Lore, Fire
20 ranks in Elemental Lore, Fire unlocks the ability to convert Minor Water to Minor Steam (1707). This option will only activate with the EVOKE command, has a cost of 5 mana per cast. This version of the spell uses both the Minor Steam damage and critical tables.
Damage Factor Tables
- Normal Casting
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 | |
Minor Water | DF | .455 | .345 | .283 | .242 | .173 | ||||||||||||
AvD | 30 | 30 | 29 | 28 | 27 | 29 | 27 | 25 | 23 | 31 | 27 | 23 | 19 | 25 | 19 | 13 | 7 |
- Evoke
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 |
- Cast with Cold Snap rooted condition in effect
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 Cold | DF | .667 | .460 | .385 | .375 | .355 | ||||||||||||
AvD | 45 | 40 | 39 | 38 | 37 | 35 | 33 | 31 | 29 | 40 | 36 | 32 | 28 | 30 | 24 | 18 | 12 |
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.
Spell Messaging
- Standard cast
>prep 903 Your hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. >cast nymph You gesture at a sea nymph. You hurl a stream of water at a sea nymph! AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256 ... and hit for 111 points of damage! Massive blow to left eye sending bone back into the brain! The sea nymph falls to the ground and dies. Cast Roundtime 3 Seconds. ;Standard cast with soaking effect>Incant 903Your hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. You gesture at a hill troll. You hurl a stream of water at a hill troll! AS: +191 vs DS: +133 with AvD: +29 + d100 roll: +79 = +166 ... and hit for 31 points of damage! Nice blow to left arm! The hill troll is stunned! The water completely drenches a hill troll! ;Soaking effect wearing offThe majority of the water drenching a hill troll appears to have dried. ;Minor Steam Version>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. >You gesture at a wraith. You hurl a seething blast of steam at a wraith! AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244 ... and hit for 116 points of damage! Smash to the cheek deforms left eye socket. Vapor swirls as the ethereal bones reform. Cast Roundtime 3 Seconds.Alchemy Recipe
An iridescent opal wand |
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#Add crystalline solution #Add powdered white opal #Boil #Add ingredient pale blue runed crystal shard #Simmer #Chant Minor Water (903) |