Major Elemental Wave (435): Difference between revisions

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| duration = [[Instantaneous]]
| duration = [[Instantaneous]]
| type = Attack
| type = Attack
| target = Ungrouped
| target = [[Multi-target]]
| interval = None
| interval = None
| subtype = [[Maneuver]]
| subtype = [[SMR]]
| dtype = Health
| dtype = Critical
| ctype = Elemental
| ctype = Elemental
| mana_cost = 20
| status = [[Prone]], [[RT]]
| status = [[Prone]], [[Staggered]]
| navigation = {{minor_elemental_navigation}}
| navigation = {{minor_elemental_navigation}}
}}
}}
__TOC__
__TOC__
==Description==
'''Major Elemental Wave''' causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.
'''Major Elemental Wave''' causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.


The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a [[maneuver|saving roll]], or fall [[prone]]. If the player or creature's failure is sufficiently severe damage may also be incurred.
The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in, allowing it to avoid other characters if using {{mono|CAST}} or affecting anyone if using {{mono|EVOKE}}. Potential targets are subject to an [[SMR]] attack which knocks [[Prone]], causes [[Staggered]], and can deliver a damaging elemental critical.


A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while inflight and some creatures are immune to its effects.
A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while in flight without training in [[#Elemental Lore, Air|Elemental Lore, Air]], and some creatures are immune to its effects.


Elementally [[ATTUNE]]d characters will have their attunement determine the damage type.
== Elemental Types ==


{| class="wikitable" align="center"
The [[ATTUNE]] command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.
|-bgcolor="lightblue"
! Element||Critical Damage type
|-
| Air||[[Vacuum critical table|Vacuum]]
|-
| Earth||[[Impact critical table|Impact/Vibration]]
|-
| Fire||[[Fire critical table|Fire]]
|-
| Water||[[Cold critical table|Cold/Ice]]
|-
| Lightning||[[Electrical critical table|Lightning/Electric]]
|}


==Mana Control Benefit==
The five elemental damage types accessible to characters are [[Fire critical table|Fire]], [[Cold critical table|Cold]] (Water), [[Vacuum critical table|Vacuum]] (Air), [[Impact critical table|Impact]] (Earth), and [[Electrical critical table|Electrical]] (Lightning). Many creature maneuvers and attacks are very similar to Major Elemental Wave, but carry with them other elements, such as steam, acid, or plasma.
{{#section:Multi-target spell|target}}


==Lore Benefits==
==Lore Benefits==
Line 32: Line 48:


==Messaging==
==Messaging==
{| class="wikitable"
Although this spell does not tend to inflict a great number of damage, its power lays in its criticals, which will frequently result in stuns, removal of limbs, or outright death. An example is shown below, while attuned to lightning:
!Fire Attuned
<pre{{log2|margin-right=300px}}>
|<pre{{log-inline}}>
You gesture at a [[krolvin warrior]].
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
A wave of snapping and crackling ethereal ripples moves outward from you.
Your spell is ready.
A [[krolvin mercenary]] is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
You gesture at an elven outlaw.
... 70 points of damage!
A wave of crimson ethereal ripples moves outward from you.
Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly.
An elven outlaw is buffeted by the crimson ethereal waves and is knocked to the ground.
The krolvin mercenary rolls over on the floor and goes still.
... 25 points of damage!
A krolvin mercenary is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
Flames burn hole in chest exposing ribs!
The elven outlaw is stunned!
A half-elven brigand is buffeted by the crimson ethereal waves and is knocked to the ground.
... 5 points of damage!
Minor burns to chest. That hurts a bit.
A half-krolvin outlaw is buffeted by the crimson ethereal waves and is knocked to the ground.
... 50 points of damage!
... 50 points of damage!
Powerful blast reduces the krolvin mercenary to a smoldering pile of ash!
Super-heated flame causes a half-krolvin outlaw's right eye to explode inward.

The krolvin mercenary rolls over on the floor and goes still.
[You have 15 kills remaining.]
A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
The half-krolvin outlaw rolls over and dies.
... 50 points of damage!
Cast Roundtime 3 Seconds.</pre>
Surprisingly large electrical arc destroys neck and moves up around head making a flashy halo. Rather classical death occurs.
|}
The krolvin warrior rolls over on the floor and goes still.
{{MIU-AS scaling spell
A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
|circle=Minor Elemental}}
... 50 points of damage!
Such items and scrolls are very rare.
Hideously bright electrical bolt sends right leg into another universe. Happy traveling.
The krolvin warrior is stunned!
Cast Roundtime 3 Seconds.
</pre>


== Resources ==
== Resources ==
*[[Elemental_lore_review_(saved_posts)#Elemental_Wave_(410)_and_Major_Elemental_Wave_(435)|Elemental lore review (saved posts)]]
*[[Elemental_lore_review_(saved_posts)#Elemental_Wave_(410)_and_Major_Elemental_Wave_(435)|Elemental lore review (saved posts)]]
*[[Announcement: Spell Disabler Review Live!]]

Latest revision as of 16:21, 3 June 2024

Major Elemental Wave (435)
Mnemonic [MAJRWAVE]
Duration Instantaneous
Mana Cost 20
Attack Magic - Damage - Disabling  
Subtype SMR 
Target(s) Multi-target 
Damage Type Critical 
State(s) Inflicted Prone, Staggered 
Critical Type Elemental 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack

Description

Major Elemental Wave causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.

The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in, allowing it to avoid other characters if using CAST or affecting anyone if using EVOKE. Potential targets are subject to an SMR attack which knocks Prone, causes Staggered, and can deliver a damaging elemental critical.

A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while in flight without training in Elemental Lore, Air, and some creatures are immune to its effects.

Elementally ATTUNEd characters will have their attunement determine the damage type.

Element Critical Damage type
Air Vacuum
Earth Impact/Vibration
Fire Fire
Water Cold/Ice
Lightning Lightning/Electric

Mana Control Benefit

Multi-target spells and abilities choose targets based on the following criteria, unless specified otherwise:

  • Multi-target spells activated by players via CAST and CHANNEL will not target other players. This includes both grouped and ungrouped players.
  • All multi-target spells offer an option to EVOKE the spell, which will possibly hit other players. This version still prioritizes creatures unless directly targeting another player.
  • All multi-target spells have a starting maximum targets of 3. This is increased by 1 additional target for every 50 Mana Control Skill Bonus associated with the spell circle.

Lore Benefits

Elemental Lore, Air

50 ranks of Elemental Lore, Air will turn every cast of Major Elemental Wave into a spherical wave that can affect flying targets, but will not knock them out of the air.

Elemental Lore, Water

Training in Elemental Lore, Water will cause targets to have a reduced maneuver defense based on a linear formula involving skill bonus. The specifics are unknown, but 90 skill (20 ranks) is enough to overcome the defensive bonus provided by the spell Empathic Focus (1109) and continued skill increases further improve this bonus without diminishing returns.

Messaging

Fire Attuned
You trace a simple rune while intoning the mystical phrase for Major Elemental Wave...
Your spell is ready.
You gesture at an elven outlaw.
A wave of crimson ethereal ripples moves outward from you.
An elven outlaw is buffeted by the crimson ethereal waves and is knocked to the ground.
   ... 25 points of damage!
   Flames burn hole in chest exposing ribs!
   The elven outlaw is stunned!
A half-elven brigand is buffeted by the crimson ethereal waves and is knocked to the ground.
   ... 5 points of damage!
   Minor burns to chest.  That hurts a bit.
A half-krolvin outlaw is buffeted by the crimson ethereal waves and is knocked to the ground.
   ... 50 points of damage!
   Super-heated flame causes a half-krolvin outlaw's right eye to explode inward.

[You have 15 kills remaining.]
The half-krolvin outlaw rolls over and dies.
Cast Roundtime 3 Seconds.

Magical Items and Scrolls

Major Elemental Wave (435) has increased effect with Minor Elemental spell ranks.

If cast from a magic item or a scroll, the effective spell rank is determined by the larger of either the user's natively trained Minor Elemental spell ranks, or a phantom spell rank calculated based on Magic Item Use or Arcane Symbols, respectively. This calculated rank is identical for all activation verbs.

Effective Spell Rank (MIU/AS)
0.5 per MIU/AS rank up to caster level
0.33 per MIU/AS rank up to 2x caster level
0.1 per MIU/AS rank above 2x caster level

Such items and scrolls are very rare.

Resources