Thought Lash (1210)

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Thought Lash (1210)
Mnemonic [Thoughtlash]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Grapple 
Minor Mental Spells
Soothing Word (1201) Utility
Iron Skin (1202) Defensive
Powersink (1203) Attack
Foresight (1204) Defensive
Glamour (1205) Utility
Telekinesis (1206) Attack
Force Projection (1207) Attack
Mindward (1208) Defensive
Dragonclaw (1209) Offensive
Thought Lash (1210) Attack
Confusion (1211) Attack
Shroud of Deception (1212) Utility
Mind over Body (1213) Utility
Brace (1214) Defensive
Blink (1215) Defensive
Focus Barrier (1216) Defensive
Vision (1217) Utility
Mental Dispel (1218) Utility
Vertigo (1219) Attack
Premonition (1220) Defensive
Mindwipe (1225) Attack
Provoke (1235) Utility

Thought Lash creates a crackling whip of psychic energy that strikes the target for damage and leaves a residue energy that increases subsequent critical damage on the target. This effectively gives the target negative critical padding. The residual energy will last for a duration of 30 seconds.

The initial damage from a successful cast will result in a grapple critical. These criticals will often result in injuring, knocking down and stunning the target.

Training in Mental Lore, Manipulation increases the critical damage of subsequent attacks. The lore increase is based on skill, with "100 skill adding a little less than half a crit rank" (see saved posts).

This is a mental warding spell.


Initial cast:

>>incant 1210
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Thought Lash spell...
Your spell is ready.
You gesture at a giant marmot.
A crackling whip of energy lashes out at the a giant marmot!
  CS: +81 - TD: +30 + CvA: +25 + d100: +44 == +120
  Warding failed!
   ... 25 points of damage!
  Hard blow to chest knocks the giant marmot back and winds it.
  It is knocked to the ground!
  The giant marmot is stunned!
The residual psychic energy from the attack surrounds a giant marmot.
Cast Roundtime 3 Seconds.

Residue energy effect:

The psychic energy surrounding a giant marmot intensifies the attack!

Wearing off:

The psychic energy surrounding a giant marmot dissipates.

Failed cast:

The residual psychic energy from the attack disperses.

See Also

External Links