Telekinesis (1206): Difference between revisions

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(Added damage type, critical types, corrected Cloth AvD. Additional mana option is currently broken so unable to verify those DFs)
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<section begin=description /><noinclude>'''Telekinesis''' levitates</noinclude><includeonly>Levitates</includeonly> and hurls a specified or random object at a target to inflict damage. This is a [[bolt spell]] attack and uses the caster's [[Spell Aiming]] skill.<section end=description />
'''Telekinesis''' hurls a specified or random object at a target to inflict damage. If no object is specified, it will attempt to find a random object on the ground to throw at the target. If outside and no valid objects can be found, random environment objects can be used (rocks, sticks, etc.) If an object is specified (via cast <object>), it will throw that object at your current [[TARGET]] or select a random creature in the room. If the object is in your hand, it will be returned after the cast. As a bolt attack, it will use your [[Spell Aiming]] skill.

If Telekinesis is cast at an inanimate object, it will hurl that object at the caster's current [[TARGET]]. If TARGET has not been set or is not currently in the room, then it will select a random creature in the room. If the specified object is in the caster's hand, it will be immediately returned after the cast.

If the spell is cast without specifying an object (either by casting directly at a creature, or incanting), it will attempt to find a random object on the ground to throw at the target. If outside and no valid objects can be found, random environment objects will be used (rocks, sticks, etc.).


Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6. When cast from a scroll or magical item, it will always use the 6 mana variant.
Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6. When cast from a scroll or magical item, it will always use the 6 mana variant.
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{{Boltspell table end}}
{{Table end}}


==Channel Damage==
==Channel Damage==

Latest revision as of 13:04, 7 December 2023

Telekinesis (1206)
Mnemonic [TELEKINESIS]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One shot 
Damage Type Hitpoint 
Critical Type Crush or Impact (Random) 
Minor Mental Spells
Soothing Word (1201) Utility
Iron Skin (1202) Defensive
Powersink (1203) Attack
Foresight (1204) Defensive
Glamour (1205) Utility
Telekinesis (1206) Attack
Force Projection (1207) Attack
Mindward (1208) Defensive
Dragonclaw (1209) Offensive
Thought Lash (1210) Attack
Confusion (1211) Attack
Shroud of Deception (1212) Utility
Mind over Body (1213) Utility
Brace (1214) Defensive
Blink (1215) Defensive
Focus Barrier (1216) Defensive
Vision (1217) Utility
Mental Dispel (1218) Utility
Vertigo (1219) Attack
Premonition (1220) Defensive
Mindwipe (1225) Attack
Provoke (1235) Utility

Telekinesis levitates and hurls a specified or random object at a target to inflict damage. This is a bolt spell attack and uses the caster's Spell Aiming skill.

If Telekinesis is cast at an inanimate object, it will hurl that object at the caster's current TARGET. If TARGET has not been set or is not currently in the room, then it will select a random creature in the room. If the specified object is in the caster's hand, it will be immediately returned after the cast.

If the spell is cast without specifying an object (either by casting directly at a creature, or incanting), it will attempt to find a random object on the ground to throw at the target. If outside and no valid objects can be found, random environment objects will be used (rocks, sticks, etc.).

Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6. When cast from a scroll or magical item, it will always use the 6 mana variant.

Usage

  • PREP 1206 | CAST {target} or INCANT 1206 to cast this spell
  • PREP 1206 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 1206 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 1206 to always channel this spell using INCANT 1206
  • PREP 1206 | CAST or CHANNEL {object} to specify an object to use. The spell will be cast or channeled at the current TARGET
  • MEDITATE TELEKINESIS [6-10] to increase mana usage, which results in more powerful attacks

Lore Benefits

Training in Mental Lore, Manipulation increases the damage factor of the bolt.

Manipulation Ranks
DF Bonus
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

With 200 ranks the total DF increase is 0.100

Damage Factor Tables

AvD is the same for all versions.

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Telekinesis, 6 mana DF .600 .410 .310 .290 .270
Telekinesis, 7 mana DF .625 .425 .325 .320 .290
Telekinesis, 8 mana DF .650 .450 .350 .340 .310
Telekinesis, 9 mana DF .675 .475 .375 .360 .330
Telekinesis, 10 mana DF .700 .500 .400 .375 .350
AvD 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34

Channel Damage

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Custom Bolt Messaging

If you get custom bolt messaging with the spell, it will not be used if you specify an object when casting the spell. This way you can decide which to use.

Spell Messaging

Standard cast with no object specified
>prep 1206
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Telekinesis spell...
Your spell is ready.
>cast nymph
You gesture at a sea nymph.
You levitate a mossy rock at a sea nymph!
  AS: +69 vs DS: +7 with AvD: +52 + d100 roll: +32 = +146
   ... and hit for 77 points of damage!
   Poke to the left eye continues into the brain!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.
Standard cast with an object specified
>prep 1206
You take a deep breath and focus inward, raising a hand and quietly murmuring the words of the Telekinesis spell...
Your spell is ready.
>cast runestaff
You gesture at a dark brown orase runestaff.
You levitate a dark brown orase runestaff at a giant ant!
  AS: +69 vs DS: +25 with AvD: +43 + d100 roll: +75 = +162
   ... and hit for 43 points of damage!
   Good blow to neck!
   Something snaps!
The giant ant falls to the ground and dies, its feelers twitching.

After a few moments, you summon the orase runestaff back to your hand.
Cast Roundtime 3 Seconds.