Balefire (713): Difference between revisions
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{{spell |
{{spell |
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| name = Nightmare |
| name = Nightmare |
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| number = 713 |
| number = 713 |
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| mnemonic = |
| mnemonic = BALEFIRE |
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| duration = |
| duration = Instantaneous |
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| type = Attack |
| type = Attack |
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| subtype = [[ |
| subtype = [[Bolt]] (Ball type) |
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| target = Single |
| target = Single |
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| interval = One-shot |
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| status = None |
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| dtype = [[Hitpoint]] |
| dtype = [[Hitpoint]] |
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| ctype = [[Plasma critical table|Plasma]] + special |
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| navigation = {{Sorcerer base navigation}} |
| navigation = {{Sorcerer base navigation}} |
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}} |
}} |
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__TOC__ |
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[[Category:Sorcerer Base Spells]] |
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<section begin=description /><noinclude>'''Balefire''' is a</noinclude><includeonly>A</includeonly> powerful [[Attack Strength|attack strength]] (AS)-based [[ball spell]] that hurls a flaming [[plasma critical table|plasma]] ball at a target when cast.<section end=description /> |
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A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the [[Multi-Opponent Combat]] (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in [[Sorcerous Lore, Demonology]]. |
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''(The information on this page pertains to the old Nightmare spell.)'' |
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[[Minor demon]]s may also assist the caster by contributing damage to the initial target. This requires that the demon have at least two [[mana point]]s stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in [[#Mana Control Benefit|Elemental]] ([[EMC]]) and [[Spiritual Mana Control]]s (SMC). If the demon acts it will lose two mana points. A demon's native [[valence]] will determine the [[:Category: Damage Types|damage type]] done. |
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This spell will cause the target to experience their worst nightmare, which will manifest in their mind and begin to attack them. Though the spell is actually just an illusion, the target will suffer stuns and small amounts of damage. Targets will routinely fall to their knees and begin to weep before the vision in their mind. |
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{{Usage-channel|s=713}} |
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==Demon Damage Types== |
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[[Minor demon]]s can potentially add damage to the attack. The [[:Category: Damage Types|damage type]] done depends on the minor demon's native [[valence]]: |
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*[[Grik'tyr]]: randomly either [[Disintegration critical table|disintegration]] or [[Crush critical table|crushing]] damage. |
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*[[Shien'tyr]]: randomly either [[Vacuum critical table|vacuum]] or [[Unbalance critical table|unbalancing]] damage. |
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*[[Lorae'tyr]]: randomly either [[Steam critical table|steam]] or [[Disruption critical table|disruption]] damage. |
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==Mana Control Benefit== |
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== Spell Mechanics == |
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Training in both EMC and SMC will increase the chance that a demon will attack equal to a combined 2% per seed 1 [[summation]] of [[skill bonus]]. Figure the summation bonus of SMC and EMC skill bonus separately and total the two values to determine the bonus. |
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Due to the nature of the spell, it is set to begin ten seconds after a warding failure. The target will initially feel a chill breeze and nothing else. The vision, once manifested, will remain for one second per warding failure over 100. (An endroll of 132, for example, would be a duration of 32 seconds) As a bonus to the spell, creatures that are normally immune to stuns will suffer short stuns from this spell. Many creatures are immune to this spell, however, including all undead and various monstrous creatures. |
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{{Equation box|{{math|1=Attack Chance % = (2 * seed 1 EMC skill bonus summation) + (2 * seed 1 SMC skill bonus summation)}}}} |
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Every player has a particular vision that will come to them. They can include Storm Giants, Dark Pumas, Shadowy Roltons, and Mammoth Arachnids, among others. |
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For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 skill (200 ranks) in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48). |
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==The Rose Illusion== |
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The [[Sorcerer Guild]] skill [[Illusions#Rose|Illusion Rose]] contains this spell. Any non-sorcerer eating one of those roses will be under the effect of this spell for one second per level of the sorcerer who created the rose. Any player dying from the small amounts of damage done during this spell will cause a murder charge for the caster. |
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:{| class="wikitable" style="text-align:center;" |
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|+ '''This chart applies to training in either EMC or SMC''' |
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|+ '''Add the applicable values for each type to get the total chance when training both (as most do)''' |
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|- |
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!style="text-align:right;"|Mana Control ranks (one type)||1||2||3||5||6||8||9||12||14||17||21||25 |
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|- |
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|style="text-align:right;"|Chance for demon attack||4%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28% |
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|- |
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|colspan="13"| |
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|- |
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!style="text-align:right;" colspan="2"|Mana Control ranks (one type)||30||38||53||71||90||110||131||153||176||200||225 |
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|- |
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|style="text-align:right;" colspan="2"|Chance for demon attack||30%||32%||34%||36%||38%||40%||42%||44%||46%||48%||50% |
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|- |
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|colspan="13"|<small>''[[Skill bonus]] converted to ranks''</small> |
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|} |
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==Lore Benefits== |
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Training in [[Sorcerous Lore, Demonology]] provides two benefits: |
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{{Ballspellchart|1=Sorcerous Lore, Demonology}} |
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===Damage Factor Bonus=== |
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Demonology Lore increases the spell's [[damage factor]]s (DF). This increase applies to the initial strike only. |
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:{| {{prettytable}} |
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|-style = "background:#DDD; color: blue" |
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!'''Demonology Ranks''' |
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!'''<center>DF Bonus</center>''' |
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|- |
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|<center>1 to 50</center>||0.001 per rank |
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|- |
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|<center>51 to 100</center>||0.001 per two ranks |
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|- |
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|<center>101 to 200</center>||0.001 per four ranks |
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|} |
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With 200 ranks the total DF increase is 0.100 |
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{{Top}} |
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==Damage Factor Table== |
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{{Boltspell table start}} |
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{{Boltspell table entry|spell = Balefire|DFcloth = .435|DFleather = .360|DFscale = .325|DFchain = .310|DFplate = .295 |
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|AvD1=65 |
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|AvD5=55|AvD6=54|AvD7=53|AvD8=52 |
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|AvD9=45|AvD10=43|AvD11=41|AvD12=39 |
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|AvD13=38|AvD14=34|AvD15=30|AvD16=26 |
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|AvD17=30|AvD18=24|AvD19=18|AvD20=12}} |
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{{Table end}} |
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==Messaging== |
==Messaging== |
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<pre{{log2}}> |
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Third person: |
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>incant 713 |
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<div {{log}}> |
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You trace an intricate sign that contorts in the air while forcefully invoking Balefire... |
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Your spell is ready. |
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Sorcerer gestures at Victim.<br> |
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You gesture at a hill troll. |
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:CS: +X - TD: +X + CvA: +2 + d100: +77 - -5 == +130<br> |
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You hurl a ball of greenish-black flame at a hill troll! |
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:Warding failed!<br> |
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AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315 |
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Victim looks nervous for a moment.<br> |
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... and hit for 90 points of damage! |
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><br> |
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Intense blast causes the hill troll's carotid arteries to explode! |
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Victim's eyes dart around for a moment.<br> |
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The hill troll falls to the ground and dies. |
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><br> |
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The deep blue glow leaves a hill troll. |
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Victim's eyes suddenly glaze over.<br> |
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The guiding force leaves you. |
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><br> |
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The ball of greenish-black flame strikes a hill troll, blossoming into a much |
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Victim is able to move again.<br> |
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larger sphere of flame upon impact. |
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><br> |
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Victim grabs her abdomen in pain!<br> |
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A burst of flame from your ball of greenish-black flame flies off and hits a hill troll. |
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><br> |
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... 50 points of damage! |
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Victim is able to move again.<br> |
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Whiplike blast of plasma creates a gaping hole in the hill troll's lower back! |
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</div> |
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The hill troll is stunned! |
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Cast Roundtime 3 Seconds. |
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</pre> |
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;Demon Attack |
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This is typical demon messaging which will be seen just below the initial attack result in the combat display. The damage from this particular attack was from a [[Vacuum critical table|vacuum]] [[critical]] hit. |
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<pre{{log2}}> |
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A <demon name> shudders slightly as chaotic energy is drawn from its form and fused with the attack. |
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(Your <demon name> loses 2 mana.) |
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... 40 points of damage! |
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Left arm explodes at the shoulder! |
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</pre> |
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==Additional Notes== |
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{{stub}} |
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*Balefire does not set [[Web (118)|web]]s on fire. |
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==See Also== |
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* |
*Balefire will ignite the gas in [[The Bowels]]. |
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*[[Balefire and Nightmare (saved post)]] |
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{{Top}} |
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== External Links == |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=6#713 Sorcerer Base Spell Circle: Nightmare], on Play.net |
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==Resources== |
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[[category:Sorcerer Base Spells]] |
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*[[/saved posts|Saved posts]] |
Latest revision as of 12:59, 7 December 2023
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Balefire is a powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.
A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the Multi-Opponent Combat (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in Sorcerous Lore, Demonology.
Minor demons may also assist the caster by contributing damage to the initial target. This requires that the demon have at least two mana points stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in Elemental (EMC) and Spiritual Mana Controls (SMC). If the demon acts it will lose two mana points. A demon's native valence will determine the damage type done.
Usage
- PREP 713 | CAST {target} or INCANT 713 to cast this spell
- PREP 713 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 713 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 713 to always channel this spell using INCANT 713
Demon Damage Types
Minor demons can potentially add damage to the attack. The damage type done depends on the minor demon's native valence:
- Grik'tyr: randomly either disintegration or crushing damage.
- Shien'tyr: randomly either vacuum or unbalancing damage.
- Lorae'tyr: randomly either steam or disruption damage.
Mana Control Benefit
Training in both EMC and SMC will increase the chance that a demon will attack equal to a combined 2% per seed 1 summation of skill bonus. Figure the summation bonus of SMC and EMC skill bonus separately and total the two values to determine the bonus.
Attack Chance % = (2 * seed 1 EMC skill bonus summation) + (2 * seed 1 SMC skill bonus summation) |
For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 skill (200 ranks) in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).
This chart applies to training in either EMC or SMC Add the applicable values for each type to get the total chance when training both (as most do) Mana Control ranks (one type) 1 2 3 5 6 8 9 12 14 17 21 25 Chance for demon attack 4% 8% 10% 12% 14% 16% 18% 20% 22% 24% 26% 28% Mana Control ranks (one type) 30 38 53 71 90 110 131 153 176 200 225 Chance for demon attack 30% 32% 34% 36% 38% 40% 42% 44% 46% 48% 50% Skill bonus converted to ranks
Lore Benefits
Training in Sorcerous Lore, Demonology provides two benefits:
Potential Splash Targets
The number of targets hit by a ball spell is determined by the following calculation using Sorcerous Lore, Demonology and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Sorcerous Lore, Demonology Ranks] - 7) / 2
- First Roll is a random number from 0 to 8
- Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
- The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].
(As such, training in Sorcerous Lore, Demonology contributes to both of the values from which the smaller number is chosen.)
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Damage Factor Bonus
Demonology Lore increases the spell's damage factors (DF). This increase applies to the initial strike only.
Demonology 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 Table
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 | |
Balefire | DF | .435 | .360 | .325 | .310 | .295 | ||||||||||||
AvD | 65 | 55 | 54 | 53 | 52 | 45 | 43 | 41 | 39 | 38 | 34 | 30 | 26 | 30 | 24 | 18 | 12 |
Messaging
>incant 713 You trace an intricate sign that contorts in the air while forcefully invoking Balefire... Your spell is ready. You gesture at a hill troll. You hurl a ball of greenish-black flame at a hill troll! AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315 ... and hit for 90 points of damage! Intense blast causes the hill troll's carotid arteries to explode! The hill troll falls to the ground and dies. The deep blue glow leaves a hill troll. The guiding force leaves you. The ball of greenish-black flame strikes a hill troll, blossoming into a much larger sphere of flame upon impact. A burst of flame from your ball of greenish-black flame flies off and hits a hill troll. ... 50 points of damage! Whiplike blast of plasma creates a gaping hole in the hill troll's lower back! The hill troll is stunned! Cast Roundtime 3 Seconds.
- Demon Attack
This is typical demon messaging which will be seen just below the initial attack result in the combat display. The damage from this particular attack was from a vacuum critical hit.
A <demon name> shudders slightly as chaotic energy is drawn from its form and fused with the attack. (Your <demon name> loses 2 mana.) ... 40 points of damage! Left arm explodes at the shoulder!
Additional Notes
- Balefire does not set webs on fire.
- Balefire will ignite the gas in The Bowels.