Cold Snap (512): Difference between revisions

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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
| interval = None
| dtype = [[Health]]
| status = [[Rooted]], [[Immobilized]]
| status = [[Rooted]]
| dtype = None
| ctype = [[Cold critical table|Cold]]
| ctype = None
| mana_cost = 10
| navigation = {{Major elemental navigation}}
| navigation = {{Major elemental navigation}}
}}
}}
__TOC__
__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 />
When '''Ice Patch''' is cast untargeted it creates a large patch of slippery ice is created that covers 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.


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.
In rooms with a watery surface, the spell mimics the effects of [[Water Walking (112)]] for all characters in the room.


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).
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. Rooted targets cannot perform maneuvers, and receive a penalty of -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS, but this does not stack with some other [[:Category: Status Conditions|status conditions]].


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.
{{Usage-open|s=512|a=, creating an ice patch in the room}}


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]].
== Lore Benefit ==
Training in [[Elemental Lore, Water]] 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.


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.
{| {{prettytable}} 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
|}


[[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.
== Messaging ==


== Usage ==
;CAST at a target
* {{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>
[[CS]] Check, followed by:
* {{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
<pre{{Log2|margin-right=35%}}>
* {{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
The mist leaves the entire lower half of Target's body encased in a thick block of ice.
* {{boldmono|PREP 512 {{!}} [[EVOKE]] }}to cast this spell, potentially targeting both creatures and other [[player character]]s<br><br>
Cast Roundtime 3 Seconds.
* {{boldmono|INCANT 512 OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible)
</pre>
* {{boldmono|INCANT 512 EVOKE }}to evoke this spell once using {{mono|INCANT}}


{{Mana control targets}}
;CAST without a target
<pre{{Log2|margin-right=35%}}>
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.
</pre>


;Lore benefit
== Lore Benefits ==
Training in [[Elemental Lore, Water]] provides these benefits:
<pre{{Log2}}>

>incant 512
===Shattering===
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
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.
Your spell is ready.
<section begin=Water Lore Shatter Bonus/>
You gesture at a triton radical.
:{| {{prettytable|text-align:center;}}
An airy mist quickly gathers around a triton radical.
|-
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
!align="right"|Elemental Lore, Water ranks||1||3||6||9||13||17||20||25||30||38||50
CS: +522 - TD: +430 + CvA: +25 + d100: +42 == +159
|-
Warding failed!
|align="right"|Chance for shattering||1%||3%||10%||15%||20%||25%||30%||35%||40%||45%||50%
The mist leaves the entire lower half of a triton radical's body encased in a thick block of ice.
|-
... 25 points of damage!
|colspan="12"|
The triton radical staggers as your icy attack shatters its right leg.
|-
It is knocked to the ground!
!align="right" colspan="2"|Elemental Lore, Water ranks||65||80||95||110||125||140||155||170||185||200
Cast Roundtime 3 Seconds.
|-
|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">
>incant 903
A blubbery humpbacked merrow raises one ill-made limb to point at you!
Your hands glow with power as you invoke the phrase for Minor Water...
An airy mist rolls into the area, carrying a harsh chill with it.
Your spell is ready.
CS: +498 - TD: +362 + CvA: -41 + d100: +16 == +111
You channel at a triton radical.
Warding failed!
You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand...
A blubbery humpbacked merrow's appearance of sharpened focus fades.
You hurl a chunk of ice at a triton radical!
The mist leaves your lower half encased in a thick block of ice.
AS: +415 vs DS: +254 with AvD: +29 + d100 roll: +95 = +285
</div>
... and hit for 140 points of damage!
Blow to chest frees a rib to spear a lung and heart!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.


>incant 903
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
You channel at a triton radical.
You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand...
You hurl a chunk of ice at a triton radical!
AS: +422 vs DS: +242 with AvD: +29 + d100 roll: +53 = +262
... and hit for 100 points of damage!
Blow shatters bones in the triton radical's neck leaving its head hanging loosely!
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
</pre>
{{AR2}}
{{AR2}}
{{:translucent pale blue dust}}
{{:translucent pale blue dust}}
Line 96: Line 84:
== Resources ==
== Resources ==
*[[Elemental_lore_review_(saved_posts)#Ice_Patch_(512)|Elemental lore review (saved posts)]]
*[[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