Major Elemental Wave (435): Difference between revisions

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{{spell
{{HSN}}{{spell
| mnemonic = MAJRWAVE
| mnemonic = MAJRWAVE
| duration = [[Instantaneous]]
| duration = [[Instantaneous]]

Revision as of 17:37, 12 September 2015

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Major Elemental Wave (435)
Mnemonic [MAJRWAVE]
Duration Instantaneous
Attack Magic - Damage - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Damage Type Health 
State(s) Inflicted Prone, RT 
Critical Type Elemental 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack

This spell causes the mana in the area to "pulse" in a physical wave that may result in knocking down all characters and creatures in the area. With the increased power imparted into this wave from the additional mana expended it is possible that the wave will discharge some of the imbued energy into any object it encounters with potentially damaging consequences.

The wave moves outward from the caster and the caster has some limited control over the direction that the wave moves in. All characters and creatures not joined to the same group as the caster must make a saving roll, or fall prone. If the player or creature's failure is sufficiently severe damage may also be incurred.

A successful major elemental wave may cause the affected creatures or characters to be pinned to the ground for up to 20 seconds with the possibility of death or damage. The spell cannot affect flying creatures while inflight and some creatures are immune to its effects.

Elemental Types

The ATTUNE command allows a character to select a particular element to which he is naturally attuned. This is a one-time choice, and cannot be changed or reversed once completed, though it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands respectively. If a caster is not attuned to any element, he will get a random element each time he casts a spell that depends on attunement. If a caster is attuned, and focused on his element using ATTUNE ELEMENT, he will get the same element each time he casts a spell that depends on attunement.

The five elemental damage types accessible to characters are Fire, Cold (Water), Vacuum (Air), Impact (Earth), and Electrical (Lightning). Many creature maneuvers and attacks are very similar to Major Elemental Wave, but carry with them other elements, such as steam, acid, or plasma.

Messaging

Although this spell does not tend to inflict a great number of damage, its power lays in its criticals, which will frequently result in stuns, removal of limbs, or outright death. An example is shown below, while attuned to lightning:

You gesture at a krolvin warrior.
A wave of snapping and crackling ethereal ripples moves outward from you.
A krolvin mercenary is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
   ... 70 points of damage!
   Horrifying bolt of electricity crystalizes abdominal area. Spiffy but unfortunately also quite deadly.
The krolvin mercenary rolls over on the floor and goes still.
A krolvin mercenary is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
   ... 50 points of damage!
   Powerful blast reduces the krolvin mercenary to a smoldering pile of ash!
The krolvin mercenary rolls over on the floor and goes still.
A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
   ... 50 points of damage!
   Surprisingly large electrical arc destroys neck and moves up around head making a flashy halo. Rather classical death occurs.
The krolvin warrior rolls over on the floor and goes still.
A krolvin warrior is buffeted by the snapping and crackling ethereal waves and is knocked to the ground.
   ... 50 points of damage!
   Hideously bright electrical bolt sends right leg into another universe. Happy traveling.
   The krolvin warrior is stunned!
Cast Roundtime 3 Seconds.

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