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Blood Burst (701): Difference between revisions
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{{spell |
{{spell |
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| name = Blood Burst |
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|type = Attack |
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|custdur = |
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|subtype = [[Warding]] |
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|target = Single |
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|dtype = [[Hitpoint]], [[Major Bleed]] |
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|status = None |
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|ctype = None |
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| navigation = {{sorcerer_base_navigation}} |
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__TOC__ |
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<section begin=description /><noinclude>'''Blood Burst''' causes</noinclude><includeonly>Causes</includeonly> the victim's jugular to burst, applying [[Major Bleed]] to the target. The amount of bleed damage scaling with the warding margin. Like other applications of [[Major Bleed]], applications of Blood Burst can stack Major Bleed on a target. Targets that do not bleed ([[undead]], elemental, golem/construct, etc.) will not be affected. This spell is modified by training in [[Sorcerous Lore, Necromancy]].<section end=description /> |
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This spell is commonly found in [[polished bloodwood wand]]s. |
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[[Category:Sorcerer Base Spells]] |
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{{Usage|s=701}} |
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The caster uses the magic of the spell to cause the victim’s jugular to burst, doing initial damage and causing a bleeding wound. This spell is modified by training in [[Sorcerous Lore, Necromancy]]. |
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== Lore Benefit == |
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Training in [[Sorcerous Lore, Necromancy]] allows the caster to transfer a portion of the blood loss directly to herself. Blood is returned to the caster upon each tick of the major bleed. Only one rank of Necromancy is required to activate this effect, though it becomes more effective with more training. A caster fully doubled in Necromancy at level 100 will transfer 50% (round down) of the blood loss. As long as the creature continues to bleed, and the caster is missing blood, the caster can receive a blood infusion. If the caster is at full health, this returned health is instead stored as a blood shield on the caster. |
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Blood shield has 25% chance to activate on hit, providing 2d20 damage padding for that hit. The amount of damage padding applied is removed from the blood shield reserve. Blood shield has a maximum reserve of 100 stored blood and last for 5 minutes, with this duration refreshed on every new infusion to the blood shield. Blood shield reserve is displayed in the buff window. |
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== Wound And Damage Determination == |
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The initial damage of the spell is equal to 5 damage plus one damage per 20 warding failure. The severity of the bleeder is equal to the initial damage plus previous damage done by casts of this spell. Thus, the bleeding wound is cumulative. A three casts equal to 7 damage each will ultimately yield 21 damage and a neck wound bleeding at 21 health/round. The bleeding is capped at 35 health per round. Casts will continue to do initial damage even after the bleeder has maxed out. |
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{{AR}} |
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{{:polished bloodwood wand}} |
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== Resources == |
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== Sorcerous Lore, Necromancy Modification == |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#701 Sorcerer Base Spell Circle: Blood Burst], on Play.net |
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Training in [[Sorcerous Lore, Necromancy]] allows the caster to transfer a portion of the blood loss directly to herself. Blood is returned to the caster upon each cast and every round of blood loss due to the wound from the spell. Blood will only be returned if the caster is missing blood. A caster fully doubled in [[Sorcerous Lore, Necromancy]] at level 100 will transfer just under 50% of the blood loss, though only one lesson in [[Sorcerous Lore, Necromancy]] is necessary to achieve the effect. As long as the creature continues to bleed (and has not de-genned), the caster can receive a blood infusion. Casting this spell on unintelligent creatures (that will not attempt to bandage themselves) at the beginning of a hunt can be a good way to ensure blood infusions in desperate situations during the hunt. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no distance factor: the sorcerer can continue to draw blood from a creature from far away, provided the creature is still bleeding and is still alive. |
Latest revision as of 11:13, 12 January 2025
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Blood Burst causes the victim's jugular to burst, applying Major Bleed to the target. The amount of bleed damage scaling with the warding margin. Like other applications of Major Bleed, applications of Blood Burst can stack Major Bleed on a target. Targets that do not bleed (undead, elemental, golem/construct, etc.) will not be affected. This spell is modified by training in Sorcerous Lore, Necromancy.
This spell is commonly found in polished bloodwood wands.
Usage
Lore Benefit
Training in Sorcerous Lore, Necromancy allows the caster to transfer a portion of the blood loss directly to herself. Blood is returned to the caster upon each tick of the major bleed. Only one rank of Necromancy is required to activate this effect, though it becomes more effective with more training. A caster fully doubled in Necromancy at level 100 will transfer 50% (round down) of the blood loss. As long as the creature continues to bleed, and the caster is missing blood, the caster can receive a blood infusion. If the caster is at full health, this returned health is instead stored as a blood shield on the caster.
Blood shield has 25% chance to activate on hit, providing 2d20 damage padding for that hit. The amount of damage padding applied is removed from the blood shield reserve. Blood shield has a maximum reserve of 100 stored blood and last for 5 minutes, with this duration refreshed on every new infusion to the blood shield. Blood shield reserve is displayed in the buff window.
Alchemy Recipe
A polished bloodwood wand |
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Resources
- Sorcerer Base Spell Circle: Blood Burst, on Play.net