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{{spell |
This spell will destroy all of the air around the target(s) in a specific area, subjecting them to 'vacuum' injuries. As the air rushes back into the area (a moment later), the target(s) will not only be subjected to the force of the returning air, but it is likely that surrounding objects will fly at them, potentially striking them and doing added damage. This spell can be truly devastating.
| name = Implosion
| number = 720
| mnemonic = IMPLOSION
| duration = Instantaneous
| type = Attack
| subtype = [[Maneuver]]
| target = Single or Room
| interval = One-shot
| navigation = {{Sorcerer base navigation}}
| ctype = Impact
}}
__TOC__
<section begin=description /><noinclude>'''Implosion''' creates</noinclude><includeonly>Creates</includeonly> '''a black void''' which destroys all of the air around the target(s), subjecting them to [[Vacuum critical table|vacuum]] injuries.<section end=description /> Then the air will rush back into the area (shortly afterwards), subjecting its victim(s) to the force of the returning air, and likely the impact of any loose objects striking them and doing additional damage. Because the damage is done by air, [[Purify Air (207)]] offers some protection against this spell.


== Focused Implosion ==
== Focused Implosion ==


*<tt>PREP 720|[[CAST]] {target}</tt> to cast at a single target.
This is the version of the spell most often used. When targeted at a particular creature or player, the spell will create a temporary void that does immediate damage. The damage done is based on a hidden random roll, your level in relation to the level of your target, Sorcery spell ranks, and [[Spell Aiming]] training. In addition to the damage done by the void itself, the spell will cause loose items on the ground to be sucked inside, adding to the damage done.


The most commonly used version, though heavily weighted so that its proficiency isn't seen until around level 40. The damage done is based on caster level vs. target level, [[Sorcerer Base]] ranks, and [[Spell Aiming]] ranks. Upon being cast, the implosion will suck loose items into the void (which has a chance to damage targets), including containers and non-[[register]]ed items.
This spell will always stun a stunnable target, but it also has a chance of stunning additional targets in the room on a focused cast. Up to six targets can be stunned with no training. Training in [[Multi-Opponent Combat]] will increase the number of targets stunned by one per rank. Having training in [[Multi-Opponent Combat]] will increase the number of certain stuns. This means that each rank will ensure that at least one other stunnable creature in the room is stunned from the focused implosion cast.


Unless the target is immune to stuns, Focused Implosion will always stun the target, and may stun additional targets in the room, provided they are not [[undead]]. The likeliness of stuns and number of additional targets affected is increased by training in [[Multi Opponent Combat]]. Up to six targets may be stunned with no training, and each rank will yield one additional target stunned.
While this spell is generally not very powerful at lower levels, it becomes quite potent for most sorcerers around their 40's. One unfortunate side-effect of its relatively large percentage of instant kills is that often a body will not be left behind, meaning the sorcerer receives no treasure from that kill.


Focused Implosion has the possibility to completely vaporize a target, instantly killing it, leaving no body or treasure. Training 2x per level in [[Spell Aiming]] is expected to produce the instant vaporization reliably versus like-leveled targets. Casting this spell on a [[stunned]], [[bound]], or [[prone]] target will increase the damage and chance of instantly killing it. [[Player character]]s that are vaporized will receive a major wound in every possible location and be transported immediately to the 'center' of the nearest town.
Training in [[Elemental Mana Control]], [[Spiritual Mana Control]], and [[Mental Mana Control]] will reduce the cost of a focused cast by up to six mana, taking it down to 14. Generally, a sorcerer hunting a like-leveled opponent who is fully 2x in two of these mana controls will have a cost of 16 mana per cast. Hunting targets above one's own level will increase the mana per cast, mitigating this training. No matter what, the cost will never exceed 20 mana.


===Mana Control Benefit===
Casting this spell on stunned, bound, or prone targets will increase its damage and chance of instantly killing that target.
Training in [[Elemental Mana Control]] and [[Spiritual Mana Control]] will reduce the mana cost to a minimum of 14. Against a like-leveled opponent, 1x combined MC ranks will cause the spell to cost 18 mana. 2x combined MC ranks will net a cost of 16 mana per cast. Hunting targets above one's own level will increase the mana per cast, counteracting this effect. The cost cannot exceed 20 mana.


== Unfocused Implosion ==
== Open Implosion ==
*<tt>PREP 720|[[CAST]]</tt> to [[open cast]] this spell (it will no longer hit other players).
*<tt>PREP 720|[[EVOKE]]</tt> to open cast this spell (it will target everything, including non-grouped players).


This version of the spell is untargeted. When cast, the spell creates a longer-lasting void in the room that will pulse four times, doing damage and potentially instantly killing anything in the immediate and adjacent rooms. Each pulse becomes more powerful than the last, meaning that the most devastating results generally come from the last two pulses.
Open Implosion unleashes an instant attack that will stun every possible target. It will then linger after the initial implosion effect for four total damage cycles, each doing damage and potentially instantly killing anything in the immediate and adjacent rooms. Each cycle becomes more powerful than the last, making the most devastating results caused by the last two cycles. Upon being cast, the implosion will suck loose items into the void (which has a chance to damage targets), including containers and non-registered items. It will also automatically suck in any bound, prone, or stunned targets. As items are sucked into the void upon its initial opening, they may strike targets in the room. If stunned from the damage while struck in this way, they will immediately be sucked into the void.


Open Implosion will always cost 20 mana.
When the spell is initially cast, it will cause any loose items to be sucked into the void. It will also automatically suck in any bound, prone, or stunned targets without a warding roll or level check. As items are sucked into the void upon its initial opening, they may strike targets in the room. If those targets are stunned from the damage, they will immediately be sucked into the void.


Casting [[Spirit Dispel (119)]] or [[Elemental Dispel (417)]] at the void will close it. This is a particularly useful hunting tactic, as most creatures that are not prone or stunned will flee the area, making them less likely to be hit by the later, more severe, damage rounds. Because open implosion tends to stun many targets, and stunned targets are most susceptible to instant death, opening a void, closing it, and opening another void, while high in mana cost, is extremely effective. Prematurely closing voids is also courteous and safe for other characters in the area.
This version of the spell will always cost 20 mana.

=== Interacting with Voids ===

Open Implosion creates '''a black void''' in the room. Any attempt to physically interact with the void [[Implosion (720)#Log Clips of Implosion in Use|will result in instant death]] (although it also serves as a crude means of teleportation). For obvious reasons, this list is not exhaustive, but includes the verbs: go, get, nudge, touch, tap, poke, lean. Verbs that do not attempt to physically interact with the void (cower, wave, etc) are safe, but a general rule of thumb is don't try to play with voids! In [[Sorcerer Guild]] shops, boxes can be found which contain '''a tiny black sphere'''; these are also voids, so choose your actions wisely.


== Implosion and the Justice System ==
== Implosion and the Justice System ==


The casting of a focused implosion in town will automatically garner a warrant for arrest. Casting an unfocused version of this spell within town limits will not only result in a warrant, but it will also rebound upon the caster. This rebound effect is turned off when the justice system has been turned off due to town invasions. The spell becomes completely legal under these circumstances.
Casting either version of Implosion within a town's justice limits will automatically garner a warrant for endangering public safety, which can lead to the caster's arrest. Casting the unfocused version within town limits while justice mechanics are operating normally will create a focused version aimed at the caster (i.e. the caster will implode him or herself). This rebound effect doesn't function when the justice system has been suspended, generally the result of invasions in which creatures have breached justice-controlled areas of a city (for example, crashing through the front gate). Neither form of Implosion will net the caster an EPS warrant if justice mechanics are offline.

Use <tt>[[JUSTICE (verb)|JUSTICE STATUS]]</tt> to determine whether or not a room is under justice jurisdiction, as well as whether normal justice mechanics are in effect or not.


== Implosion and Registered Items ==
== Implosion and Registered Items ==


Items that have been registered under the new registration system (implemented with Gemstone IV) will not be sucked into the void, thereby reducing the chances that these items will be accidently lost. This protection does NOT extend to implosions cast by hostile creatures. These implosions will ignore the registration status of items.
Items that have been [[register]]ed will not be sucked into the void, thereby reducing the chances that these items will be accidentally lost. This protection does NOT extend to implosions cast by hostile creatures.

== Messaging ==
When a player is vaporized in an implosion, the following usually occurs in a nearby town:
<pre{{log2}}>
High above, a small speck begins to grow, after several moments it becomes apparent that some large object is speeding down! A local townswoman who has also seen this runs away yelling, "THE SKY IS FALLING!" just as a massive gelatinous lump of flesh lands on the ground, splattering the surroundings with globs of gore.
</pre>
The critical kills of implosion are quite spectacular (however, the result is no corpse to loot):
<pre{{log2}}>
You gesture at a rolton.
A void rips open in the area, directly above a rolton!
Rather abrupt decompression causes a rolton to explode!
Billions and billions of tiny rolton bits shower everything.
Quite severely dead.
Everything in the room seemed to stay in place. The void disappears without further incident.
Cast Roundtime 3 Seconds.
</pre>
Cast demonstrating the effect of Multi-Opponent Combat training (in this case, 10 ranks):
<pre{{log2}}>
You gesture at a sneering krolvin pillager.
A void rips open in the area, directly above a sneering krolvin pillager!
Rather abrupt decompression causes a sneering krolvin pillager to explode!
Billions and billions of tiny pillager bits shower everything.
Quite severely dead.
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
Everything in the room seemed to stay in place. The void disappears without further incident.
Cast Roundtime 3 Seconds.
</pre>
{{top}}

== Resources ==

Latest revision as of 07:40, 21 September 2024

Implosion (720)
Mnemonic [IMPLOSION]
Duration Instantaneous
Attack Magic  
Subtype Maneuver 
Target(s) Single or Room 
Interval One-shot 
Damage Type {{{dtype}}} 
State(s) Inflicted {{{status}}} 
Critical Type Impact 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Implosion creates a black void which destroys all of the air around the target(s), subjecting them to vacuum injuries. Then the air will rush back into the area (shortly afterwards), subjecting its victim(s) to the force of the returning air, and likely the impact of any loose objects striking them and doing additional damage. Because the damage is done by air, Purify Air (207) offers some protection against this spell.

Focused Implosion

  • PREP 720|CAST {target} to cast at a single target.

The most commonly used version, though heavily weighted so that its proficiency isn't seen until around level 40. The damage done is based on caster level vs. target level, Sorcerer Base ranks, and Spell Aiming ranks. Upon being cast, the implosion will suck loose items into the void (which has a chance to damage targets), including containers and non-registered items.

Unless the target is immune to stuns, Focused Implosion will always stun the target, and may stun additional targets in the room, provided they are not undead. The likeliness of stuns and number of additional targets affected is increased by training in Multi Opponent Combat. Up to six targets may be stunned with no training, and each rank will yield one additional target stunned.

Focused Implosion has the possibility to completely vaporize a target, instantly killing it, leaving no body or treasure. Training 2x per level in Spell Aiming is expected to produce the instant vaporization reliably versus like-leveled targets. Casting this spell on a stunned, bound, or prone target will increase the damage and chance of instantly killing it. Player characters that are vaporized will receive a major wound in every possible location and be transported immediately to the 'center' of the nearest town.

Mana Control Benefit

Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost to a minimum of 14. Against a like-leveled opponent, 1x combined MC ranks will cause the spell to cost 18 mana. 2x combined MC ranks will net a cost of 16 mana per cast. Hunting targets above one's own level will increase the mana per cast, counteracting this effect. The cost cannot exceed 20 mana.

Open Implosion

  • PREP 720|CAST to open cast this spell (it will no longer hit other players).
  • PREP 720|EVOKE to open cast this spell (it will target everything, including non-grouped players).

Open Implosion unleashes an instant attack that will stun every possible target. It will then linger after the initial implosion effect for four total damage cycles, each doing damage and potentially instantly killing anything in the immediate and adjacent rooms. Each cycle becomes more powerful than the last, making the most devastating results caused by the last two cycles. Upon being cast, the implosion will suck loose items into the void (which has a chance to damage targets), including containers and non-registered items. It will also automatically suck in any bound, prone, or stunned targets. As items are sucked into the void upon its initial opening, they may strike targets in the room. If stunned from the damage while struck in this way, they will immediately be sucked into the void.

Open Implosion will always cost 20 mana.

Casting Spirit Dispel (119) or Elemental Dispel (417) at the void will close it. This is a particularly useful hunting tactic, as most creatures that are not prone or stunned will flee the area, making them less likely to be hit by the later, more severe, damage rounds. Because open implosion tends to stun many targets, and stunned targets are most susceptible to instant death, opening a void, closing it, and opening another void, while high in mana cost, is extremely effective. Prematurely closing voids is also courteous and safe for other characters in the area.

Interacting with Voids

Open Implosion creates a black void in the room. Any attempt to physically interact with the void will result in instant death (although it also serves as a crude means of teleportation). For obvious reasons, this list is not exhaustive, but includes the verbs: go, get, nudge, touch, tap, poke, lean. Verbs that do not attempt to physically interact with the void (cower, wave, etc) are safe, but a general rule of thumb is don't try to play with voids! In Sorcerer Guild shops, boxes can be found which contain a tiny black sphere; these are also voids, so choose your actions wisely.

Implosion and the Justice System

Casting either version of Implosion within a town's justice limits will automatically garner a warrant for endangering public safety, which can lead to the caster's arrest. Casting the unfocused version within town limits while justice mechanics are operating normally will create a focused version aimed at the caster (i.e. the caster will implode him or herself). This rebound effect doesn't function when the justice system has been suspended, generally the result of invasions in which creatures have breached justice-controlled areas of a city (for example, crashing through the front gate). Neither form of Implosion will net the caster an EPS warrant if justice mechanics are offline.

Use JUSTICE STATUS to determine whether or not a room is under justice jurisdiction, as well as whether normal justice mechanics are in effect or not.

Implosion and Registered Items

Items that have been registered will not be sucked into the void, thereby reducing the chances that these items will be accidentally lost. This protection does NOT extend to implosions cast by hostile creatures.

Messaging

When a player is vaporized in an implosion, the following usually occurs in a nearby town:

High above, a small speck begins to grow, after several moments it becomes apparent that some large object is speeding down!  A local townswoman who has also seen this runs away yelling, "THE SKY IS FALLING!" just as a massive gelatinous lump of flesh lands on the ground, splattering the surroundings with globs of gore.

The critical kills of implosion are quite spectacular (however, the result is no corpse to loot):

You gesture at a rolton.
A void rips open in the area, directly above a rolton!
Rather abrupt decompression causes a rolton to explode!
Billions and billions of tiny rolton bits shower everything.
Quite severely dead.
Everything in the room seemed to stay in place.  The void disappears without further incident.
Cast Roundtime 3 Seconds.

Cast demonstrating the effect of Multi-Opponent Combat training (in this case, 10 ranks):

You gesture at a sneering krolvin pillager.
A void rips open in the area, directly above a sneering krolvin pillager!
Rather abrupt decompression causes a sneering krolvin pillager to explode!
Billions and billions of tiny pillager bits shower everything.
Quite severely dead.
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A sneering krolvin pillager gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
A one-eyed krolvin pirate gasps for air and is stunned!
Everything in the room seemed to stay in place.  The void disappears without further incident.
Cast Roundtime 3 Seconds.
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