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|target = Single
|target = Single
|interval = [[Instantaneous]]
|interval = [[Instantaneous]]
|dtype = [[Hitpoint]], [[Bleeding]]
|dtype = [[Hitpoint]], [[Major Bleed]]
|status = None
|status = None
|ctype = None
|ctype = None
| navigation = {{sorcerer_base_navigation}}
| navigation = {{sorcerer_base_navigation}}
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__TOC__
'''Blood Burst''' causes the victim's jugular to burst, doing initial damage and causing a [[Bleeding|bleeding wound]]. 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 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 />
__NOTOC__
{{Usage|s=701}}
== Wound And Damage Determination ==


This spell is commonly found in [[polished bloodwood wand]]s.
The damage dealt to the target for the initial cast of this spell, assuming the target does not already have a bleeding neck injury, is 5 + 1 damage per 20 warding failure, with the end result [[trunc]]ated. A healthy target struck with a 119 endroll would take (5 + [19/20]) = 5.95 = 5 damage, and have a 5 per round bleeding injury to the neck.


{{Usage|s=701}}
Striking a target that already has a bleeding neck injury with Blood Burst will increase the target's bleeding by the amount of initial damage dealt by the cast, capped at 35 per round. A target bleeding at 6 per round struck with a 145 endroll would now be bleeding at 13 (6 + [5 + (45/20)]) per round.


== Lore Benefit ==
If the target is already bleeding from the neck when struck by Blood Burst, whether due to previous casts of Blood Burst or otherwise, the damage that a target takes for any single cast will always be equal to the amount of their current neck bleeding + 4, regardless of endroll.
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.
Blood Burst will always inflict a moderate injury to the target's neck area regardless of how many times the target is struck, or with what endroll. If the target already has a major neck injury when struck, the major injury will take precedence.


== 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 cast and every round of blood loss due to the wound from the spell. 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. Casting this spell on creatures which don't [[heal]], [[TEND (verb)|tend]], or [[regenerate]] can be a good way to ensure blood infusions in desperate situations later on. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance they can be drawing from.
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{{:polished bloodwood wand}}
{{:polished bloodwood wand}}

Latest revision as of 11:13, 12 January 2025

Blood Burst (701)
Mnemonic [BLOODBURST]
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Interval Instantaneous 
Damage Type Hitpoint, Major Bleed
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Tenebrous Tether (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

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
  1. Add wand oil (amber-hued liquid)
  2. Add powdered pink rhodocrosite stone
  3. Add jagged crimson crystal
  4. Boil
  5. Add 3 doses of bloodwood twig
  6. Simmer
  7. Chant Blood Burst (701)

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