Cold Snap (512): Difference between revisions
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(Update for multi-target and spell disabler reviews.) |
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| mnemonic = COLDSNAP |
| 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]] |
| status = [[Rooted]], [[Immobilized]] |
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| dtype = None |
| dtype = None |
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| ctype = None |
| 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__ |
__TOC__ |
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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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'''Cold Snap''' is an [[open cast]] [[warding]] spell that causes targets to become [[rooted]]. The root status effect causes a target to have -50 [[attack strength]] (AS) to melee attacks, -25 AS to ranged attacks, and -25 [[defensive strength]] (DS) (but does not stack with the DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures cannot perform maneuvers. The spell will affect a base of up to 4 targets, increasing with training in [[#Increased Targets|Elemental Lore, Water]]. The duration of the root is{{boldmono| (warding margin / 5) + 3}}, minimum of 8 seconds and maximum of 25 seconds. |
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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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If |
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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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 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 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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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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[[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. |
[[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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== Usage == |
== Usage == |
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* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to cast this spell against |
* {{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 }}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 {{!}} [[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 {{!}} [[ |
* {{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) |
* {{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}} |
* {{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 == |
== Lore Benefits == |
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Training in [[Elemental Lore, Water]] provides |
Training in [[Elemental Lore, Water]] provides these benefits: |
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===Increased Targets=== |
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Water Lore increases the possible number of targets by +1 per seed 5 [[summation]] of ranks. |
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:{| {{prettytable|text-align:center;}} |
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|- |
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!align="right"|Elemental Lore, Water ranks||0||5||11||18||26||35||45||56||68||81 |
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|- |
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|align="right"|Possible targets||4||5||6||7||8||9||10||11||12||13 |
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|- |
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|colspan="20"| |
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|-" |
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!align="right" colspan="2"|Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243 |
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|- |
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|align="right" colspan="2"|Possible targets||14||15||16||17||18||19||20||21||22 |
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|} |
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===Shattering=== |
===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. |
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;}} |
:{| {{prettytable|text-align:center;}} |
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|align="right" colspan="2"|Chance for shattering||55%||60%||65%||70%||75%||80%||85%||90%||95%||100% |
|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'' |
::''Not all thresholds shown'' |
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===Minor Cold (1709)=== |
===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. |
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;}} |
:{| {{prettytable|text-align:center;}} |
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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 |
|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 == |
== Messaging == |
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{{addmetext}} |
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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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The mist leaves your lower half encased in a thick block of ice. |
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</div> |
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{{AR2}} |
{{AR2}} |
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== Resources == |
== Resources == |
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*[[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)]] |
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*[[Spell Disabler Review]] |
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*[[Area of effect/saved posts|saved posts]] |
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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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