Grasp of the Grave (709): Difference between revisions
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When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their Sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone. |
When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a [[standard maneuver roll]], with the caster getting a bonus based upon their [[Sorcerer Base|sorcerer spell]] ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone. |
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After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's |
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of [[Sorcerous Lore, Necromancy]] ranks), including a small chance to outright strangle the target! |
Revision as of 12:16, 17 July 2015
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When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a standard maneuver roll, with the caster getting a bonus based upon their sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). For affected targets, they are knocked down and subject to 3-5 seconds of roundtime. In addition, the subsequent knockdown attempts have a chance to grapple (damage) the target based upon a (2 * seed 2 summation of Sorcerous Lore, Necromancy ranks), including a small chance to outright strangle the target!