Cold Snap (512): Difference between revisions
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{{HSN}} |
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{{spell |
{{spell |
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| mnemonic = |
| mnemonic = COLDSNAP |
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| type = Attack |
| type = Attack |
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| duration = |
| duration = [[Standard negative duration formula|Standard]] |
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| subtype = [[Warding |
| subtype = [[Warding]] |
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| target = |
| target = [[Multi-target]] |
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| interval = None |
| interval = None |
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| status = [[Rooted]], [[Immobilized]] |
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| dtype = None |
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| ctype = |
| ctype = None |
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| mana_cost = 10 |
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| navigation = {{Major elemental navigation}} |
| navigation = {{Major elemental navigation}} |
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}} |
}} |
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__TOC__ |
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When this spell is cast untargeted, it allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in [[Elemental Lore, Water]] increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage. |
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<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 /> |
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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. |
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In rooms with a watery surface, the spell mimics the effects of [[Water Walking (112)]] for all characters in the room. |
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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). |
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If Ice Patch is directed at a specific target, on a successful warding roll it will deal immediate cold critical damage and apply the [[rooted]] condition, hindering combat and movement. Then, with Elemental Lore, Water training, it is possible to cast [[Minor Water (903)]] at the target and it will convert to [[Minor Cold (1709)]]. 10 ranks of Elemental Lore, Water will allow one cast of 903-converted [[Minor Cold]], increasing by 1 additional cast at 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks. |
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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. |
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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]]. |
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* [[CAST]] at a target: |
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[[CS]] Check, followed by: |
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<pre{{Log2|margin-right=400px}}> |
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Cast Roundtime 3 Seconds. |
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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. |
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* [[CAST]] without a target: |
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<pre{{Log2|margin-right=400px}}> |
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[[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. |
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An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed. |
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</pre> |
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| ⚫ | |||
* {{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> |
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* {{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 |
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* {{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 |
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* {{boldmono|PREP 512 {{!}} [[EVOKE]] }}to cast this spell, potentially targeting both creatures and other [[player character]]s<br><br> |
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* {{boldmono|INCANT 512 OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible) |
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* {{boldmono|INCANT 512 EVOKE }}to evoke this spell once using {{mono|INCANT}} |
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{{Mana control targets}} |
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== Lore Benefits == |
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Training in [[Elemental Lore, Water]] provides these benefits: |
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===Shattering=== |
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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. |
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<section begin=Water Lore Shatter Bonus/> |
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:{| {{prettytable|text-align:center;}} |
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|- |
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!align="right"|Elemental Lore, Water ranks||1||3||6||9||13||17||20||25||30||38||50 |
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|- |
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|align="right"|Chance for shattering||1%||3%||10%||15%||20%||25%||30%||35%||40%||45%||50% |
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|- |
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|colspan="12"| |
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|- |
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!align="right" colspan="2"|Elemental Lore, Water ranks||65||80||95||110||125||140||155||170||185||200 |
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|- |
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|align="right" colspan="2"|Chance for shattering||55%||60%||65%||70%||75%||80%||85%||90%||95%||100% |
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|} |
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<section end=Water Lore Shatter Bonus/> |
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::''Not all thresholds shown'' |
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===Minor Cold (1709)=== |
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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. |
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<section begin=Water Lore Bonus/> |
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:{| {{prettytable|text-align:center;}} |
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|- |
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!align="right"|Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231 |
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|- |
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|align="right"|Casts of Minor Water converted to Minor Cold||1||2||3||4||5||6||7||8||9||10||11||12||13||14 |
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|} |
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<section end=Water Lore Bonus/> |
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== Messaging == |
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<div style="font-size: smaller"> |
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A blubbery humpbacked merrow raises one ill-made limb to point at you! |
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An airy mist rolls into the area, carrying a harsh chill with it. |
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CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111 |
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Warding failed! |
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A blubbery humpbacked merrow's appearance of sharpened focus fades. |
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{{AR2}} |
{{AR2}} |
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{{:translucent pale blue dust}} |
{{:translucent pale blue dust}} |
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== |
== Resources == |
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*[[Elemental_lore_review_(saved_posts)#Ice_Patch_(512)|Elemental lore review (saved posts)]] |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#512 Major Elemental Spell Circle: Ice Patch], on Play.net |
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*[[Spell Disabler Review]] |
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*[[Area of effect/saved posts|saved posts]] |
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[[Category:Major Elemental Spells]] |
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Latest revision as of 19:23, 14 August 2026
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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 | |
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| Eastern version | Western version |
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