Minor Water (903): Difference between revisions
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===[[Elemental Lore, Water]]=== |
===[[Elemental Lore, Water]]=== |
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Training in Elemental Lore, Water provides two direct benefits: |
Training in Elemental Lore, Water provides two direct benefits: |
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*A target has a chance to be "soaked" based on a 20 + Elemental Lore, Water [[skill bonus]] ÷ 2 for 20 seconds. A soaked target is more susceptible to [[901|Minor]] and [[910|Major Shock]] spells and will grant a flat +30% chance and +3 second duration to Stun Shock. |
*A target has a chance to be "soaked" based on a 20 + Elemental Lore, Water [[skill bonus]] ÷ 2 for 20 seconds. A soaked target is more susceptible to [[901|Minor]] and [[910|Major Shock]] spells and will grant a flat +30% chance and +3 second duration to Stun Shock. |
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::''Note: Not all thresholds shown.'' |
::''Note: Not all thresholds shown.'' |
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:{| {{prettytable}} |
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|'''Water Lore Ranks'''||'''<center>DF Increase</center>''' |
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|<center>1 to 50</center>||0.001 per rank |
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|<center>51 to 100</center>||0.001 per two ranks |
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|<center>101 to 200</center>||0.001 per four ranks |
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::The total DF increase with 200 ranks EL, Water lore is 0.100. |
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[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell. |
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell. |
Revision as of 08:54, 17 September 2015
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Minor Water is an elemental bolt spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target. The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly impact based critical injuries.
This spell can also typically be found in aquamarine wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Properly trained alchemists can create iridescent opal wands which contain the Minor Water (903) spell.
Usage
- Cast can also be used to extinguish burning objects, creatures or characters (may be subject to a skill check). Casting at oneself or characters from defensive or guarded stance simply drenches them with water (no mechanical effect).
- EVOKE this spell to hurl a seething blast of steam at your target. Requires a minimum of 20 ranks Elemental Lore, Fire. This usage costs 4 mana.
- Warning: Using EVOKE without specifying a target will result in the spell targeting the caster.
Lore Benefits
Elemental Lore, Water
Training in Elemental Lore, Water provides two direct benefits:
- A target has a chance to be "soaked" based on a 20 + Elemental Lore, Water skill bonus ÷ 2 for 20 seconds. A soaked target is more susceptible to Minor and Major Shock spells and will grant a flat +30% chance and +3 second duration to Stun Shock.
Elemental Lore, Water ranks 1 6 8 13 18 24 30 40 60 % chance for soaking 22 30 40 50 60 70 80 90 100
- Note: Not all thresholds shown.
- It increases the spell's damage factor by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.
Water Lore Ranks DF Increase 1 to 50 0.001 per rank 51 to 100 0.001 per two ranks 101 to 200 0.001 per four ranks
- The total DF increase with 200 ranks EL, Water lore is 0.100.
Cone of Elements (518) can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.
Elemental Lore, Fire
20 ranks in Elemental Lore, Fire unlocks the ability to convert Minor Water to Minor Steam (1707). This option will only activate with the EVOKE command, has a cost of 4 mana per cast. This version of the spell uses both the Minor Steam damage and critical tables.
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Minor Water | DF | .455 | .345 | .283 | .242 | .173 | ||||||||||||
AvD | 30 | 30 | 29 | 28 | 27 | 29 | 27 | 25 | 23 | 31 | 27 | 23 | 19 | 25 | 19 | 13 | 7 |
Spell Messaging
- Standard cast success
>prep 903 Your hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. >cast nymph You gesture at a sea nymph. You hurl a stream of water at a sea nymph! AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256 ... and hit for 111 points of damage! Massive blow to left eye sending bone back into the brain! The sea nymph falls to the ground and dies. Cast Roundtime 3 Seconds.
- Minor Steam Version
>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. >You gesture at a wraith. You hurl a seething blast of steam at a wraith! AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244 ... and hit for 116 points of damage! Smash to the cheek deforms left eye socket. Vapor swirls as the ethereal bones reform. Cast Roundtime 3 Seconds.
Alchemy Recipe
An iridescent opal wand |
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