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{{spell
{{spell
| mnemonic = ICEPATCH
| mnemonic = COLDSNAP
| type = Attack
| type = Attack
| duration = Determined by warding failure
| duration = [[Standard negative duration formula|Standard]]
| subtype = [[Warding]] & [[Maneuver]]
| subtype = [[Warding]]
| target = Room or Single-target
| target = [[Multi-target]]
| interval = None
| status = [[Rooted]], [[Immobilized]]
| dtype = None
| ctype = None
| mana_cost = 10
| navigation = {{Major elemental navigation}}
| navigation = {{Major elemental navigation}}
}}
}}
__TOC__
<section begin=description /><noinclude>'''Cold Snap''' is a</noinclude><includeonly>A</includeonly> [[multi-target]] [[warding]] spell that partially encases targets in ice, inflicting the [[rooted]] status effect. This causes a target to have -50 melee AS, -25 ranged AS, -25 DS, and be unable to initiate maneuvers.<section end=description />

If cast a second time against targets that are already affected, the spell completely freezes them, inflicting the [[immobilized]] status effect and refreshing the duration. Cold Snap has standard multi-target disabling spell targeting and so will prefer targets that have not yet been rooted. However, if it is cast using [[CHANNEL]], it will first seek out already rooted targets to freeze them.

If a target is drenched from [[Minor Water]] (903 or [[518]]) [[soaking]], or if the spell is cast in a watery room, the affected target(s) suffer -25 penalty to [[Target Defense]] (TD).

Targets fully frozen in ice will have a chance, based on [[#Shattering|Elemental Lore, Water]], to shatter when an applicable bolt spell is [[CHANNEL]]ed.

If a target is already affected by Cold Snap, a number of subsequent casts (based on water lore, [[#Minor Cold (1709)|see below]]) of [[Minor Water]] will be converted to [[Minor Cold]].

If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it melts the ice) and the target receives a steam critical, similar to how trolls react to fire.

[[Non-corporeal]] targets are better able to defend against the spell, and thus receive a TD bonus of {{mono|creature level/10}}. Creatures that are made of fire or emanate heat are immune to Cold Snap.

== Usage ==
* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to cast this spell against creatures in the room. For {{mono|INCANT}}, a target must be visible in the room<br><br>
* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}again to attempt to immobilize all targets that are rooted, but targets that were not rooted on the first cast will be warded first
* {{boldmono|PREP 512 {{!}} [[CHANNEL]] }}to attempt to immobilize all targets that are rooted (for second cast), targets that are already rooted will be warded first
* {{boldmono|PREP 512 {{!}} [[EVOKE]] }}to cast this spell, potentially targeting both creatures and other [[player character]]s<br><br>
* {{boldmono|INCANT 512 OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible)
* {{boldmono|INCANT 512 EVOKE }}to evoke this spell once using {{mono|INCANT}}

{{Mana control targets}}

== Lore Benefits ==
Training in [[Elemental Lore, Water]] provides these benefits:

===Shattering===
If a target is encased in ice (i.e., failed Cold Snap warding twice) and the caster CHANNELs a bolt that causes a rank 5+ impact (505(?), 510, 1709) critical, there is a{{mono| (Water Lore [[skill bonus]] / 3) }}chance that the injury location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.
<section begin=Water Lore Shatter Bonus/>
:{| {{prettytable|text-align:center;}}
|-
!align="right"|Elemental Lore, Water ranks||1||3||6||9||13||17||20||25||30||38||50
|-
|align="right"|Chance for shattering||1%||3%||10%||15%||20%||25%||30%||35%||40%||45%||50%
|-
|colspan="12"|
|-
!align="right" colspan="2"|Elemental Lore, Water ranks||65||80||95||110||125||140||155||170||185||200
|-
|align="right" colspan="2"|Chance for shattering||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%
|}
<section end=Water Lore Shatter Bonus/>
::''Not all thresholds shown''

===Minor Cold (1709)===
Water Lore training makes it possible to cast Minor Water (903) at the target, which will be converted to [[Minor Cold (1709)]], for a number of casts equivalent to the bonus level of a seed 10 [[summation]] of ranks, while still costing 3 mana.
<section begin=Water Lore Bonus/>
:{| {{prettytable|text-align:center;}}
|-
!align="right"|Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231
|-
|align="right"|Casts of Minor Water converted to Minor Cold||1||2||3||4||5||6||7||8||9||10||11||12||13||14
|}
<section end=Water Lore Bonus/>
== Messaging ==

<div style="font-size: smaller">
A blubbery humpbacked merrow raises one ill-made limb to point at you!
An airy mist rolls into the area, carrying a harsh chill with it.
CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111
Warding failed!
A blubbery humpbacked merrow's appearance of sharpened focus fades.
The mist leaves your lower half encased in a thick block of ice.
</div>

{{AR2}}
{{AR2}}
{{:translucent pale blue dust}}
{{:translucent pale blue dust}}
== External Links ==
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#512 Major Elemental Spell Circle: Ice Patch], on Play.net

{{stub}}


== Resources ==
[[Category:Major Elemental Spells]]
*[[Elemental_lore_review_(saved_posts)#Ice_Patch_(512)|Elemental lore review (saved posts)]]
*[[Spell Disabler Review]]
*[[Area of effect/saved posts|saved posts]]

Latest revision as of 19:23, 14 August 2026

Cold Snap (512)
Mnemonic [COLDSNAP]
Duration Standard
Mana Cost 10
Attack Magic - Disabling  
Subtype Warding 
Target(s) Multi-target 
State(s) Inflicted Rooted, Immobilized
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

Cold Snap is a multi-target warding spell that partially encases targets in ice, inflicting the rooted status effect. This causes a target to have -50 melee AS, -25 ranged AS, -25 DS, and be unable to initiate maneuvers.

If cast a second time against targets that are already affected, the spell completely freezes them, inflicting the immobilized status effect and refreshing the duration. Cold Snap has standard multi-target disabling spell targeting and so will prefer targets that have not yet been rooted. However, if it is cast using CHANNEL, it will first seek out already rooted targets to freeze them.

If a target is drenched from Minor Water (903 or 518) soaking, or if the spell is cast in a watery room, the affected target(s) suffer -25 penalty to Target Defense (TD).

Targets fully frozen in ice will have a chance, based on Elemental Lore, Water, to shatter when an applicable bolt spell is CHANNELed.

If a target is already affected by Cold Snap, a number of subsequent casts (based on water lore, see below) of Minor Water will be converted to Minor Cold.

If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it melts the ice) and the target receives a steam critical, similar to how trolls react to fire.

Non-corporeal targets are better able to defend against the spell, and thus receive a TD bonus of creature level/10. Creatures that are made of fire or emanate heat are immune to Cold Snap.

Usage

  • PREP 512 | CAST or INCANT 512 to cast this spell against creatures in the room. For INCANT, a target must be visible in the room

  • PREP 512 | CAST or INCANT 512 again to attempt to immobilize all targets that are rooted, but targets that were not rooted on the first cast will be warded first
  • PREP 512 | CHANNEL to attempt to immobilize all targets that are rooted (for second cast), targets that are already rooted will be warded first
  • PREP 512 | EVOKE to cast this spell, potentially targeting both creatures and other player characters

  • INCANT 512 OPEN to open cast this spell once using INCANT (when a target is not visible)
  • INCANT 512 EVOKE to evoke this spell once using INCANT

Mana Control Benefit

Potential targets for most open cast spells are set at a base maximum of 3, with additional targets possible for each 50 skill bonus of the appropriate mana control for this spell.

Mana Control ranks 0 10 24 50 100 150 200
Maximum number of targets 3 4 5 6 7 8 9
Skill bonus converted to ranks.

Lore Benefits

Training in Elemental Lore, Water provides these benefits:

Shattering

If a target is encased in ice (i.e., failed Cold Snap warding twice) and the caster CHANNELs a bolt that causes a rank 5+ impact (505(?), 510, 1709) critical, there is a (Water Lore skill bonus / 3) chance that the injury location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.

Elemental Lore, Water ranks 1 3 6 9 13 17 20 25 30 38 50
Chance for shattering 1% 3% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Elemental Lore, Water ranks 65 80 95 110 125 140 155 170 185 200
Chance for shattering 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Not all thresholds shown

Minor Cold (1709)

Water Lore training makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana.

Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Casts of Minor Water converted to Minor Cold 1 2 3 4 5 6 7 8 9 10 11 12 13 14

Messaging

A blubbery humpbacked merrow raises one ill-made limb to point at you!
An airy mist rolls into the area, carrying a harsh chill with it.
  CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111
  Warding failed!
A blubbery humpbacked merrow's appearance of sharpened focus fades.
The mist leaves your lower half encased in a thick block of ice.

Alchemy Recipes

A translucent pale blue dust
Eastern version Western version
  1. Add powder solution
  2. Add 3 doses of tegu tailspike from three-toed tegus
  3. Add powdered polished blue coral
  4. Boil
  5. Add 2 doses of s'ayanad crystal
  6. Add blue mist-shrouded crystal
  7. Simmer
  8. Infuse
  9. Chant Cold Snap (512)
  1. Add powder solution
  2. Add myklian scale from myklians
  3. Add powdered polished blue coral
  4. Boil
  5. Add 2 doses of s'ayanad crystal
  6. Add blue mist-shrouded crystal
  7. Simmer
  8. Infuse
  9. Chant Cold Snap (512)

Resources