Chromatic Circle (502): Difference between revisions
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<section begin=description /><noinclude>'''Chromatic Circle (502)''' is a</noinclude><includeonly>A</includeonly> [[warding]] spell that surrounds its target with a circle of [[elemental magic]].<section end=description /> When successfully cast, the target will sustain both [[hitpoint|concussion]] and [[critical]] damage with its associated [[status]] effects. There are five (5) elemental [[:Category:Damage Types|energy types]] that function with this spell: [[Vacuum critical table|Air]], [[Impact critical table|Earth]], [[Fire critical table|Fire]], [[Cold critical table|Water]] and the combinative element, [[Electrical critical table|Lightning]]. Casters who have permanently [[ATTUNE (verb)|attuned]] to an element have the option of using that element with this spell. For [[Attunement|non-attuned]] casters one of the 5 elements is randomly selected. This spell costs two mana to cast and can result in a DS penalty on follow up attacks by training in [[Elemental Lore]](s). |
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{{Usage-channel|s=502}} |
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'''Chromatic Circle (502)''' is a two (2) [[mana]] cost, [[CS]]-based [[warding]] spell that surrounds its target with a circle of [[elemental magic]]. When successfully cast, the target will sustain both [[hitpoint|concussion]] and [[critical]] damage with its associated [[status]] effects. There are five (5) elemental [[:Category:Damage Types|energy types]] that function with this spell: [[Vacuum critical table|Air]], [[Impact critical table|Earth]], [[Fire critical table|Fire]], [[Cold critical table|Water]] and the combinative element, [[Electrical critical table|Lightning]]. Casters who have permanently [[ATTUNE (verb)|attuned]] to an element have the option of using that element with this spell. For [[Attunement|non-attuned]] casters one of the 5 elements is randomly selected. |
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==Lore Benefit== |
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This spell also provides an additional bonus to casters with ranks in [[Elemental Lore]]. Targets will incur a [[DS]] penalty to follow up [[bolt spell]]s when the bolt's damage type matches the magic element surrounding the target AND the caster has ranks in that lore. This penalty also applies to weapon attacks if the weapon has been enhanced with the [[Elemental Blade (411)]] spell of the same element. The severity of the penalty is based on the caster's lore ranks in that element. ([[#Lore Benefits|see below]] for additional details) |
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Training in an [[Elemental Lore]] will cause targets to incur a [[DS]] penalty of 2 per seed 1 [[summation]] of ranks of the appropriate Elemental Lore to successive [[bolt spell]]s when the bolt's damage type matches the magic element surrounding the target AND the caster has ranks in that lore (the target will be "'''off balance and exposed to the elements'''"). This penalty also applies to weapon attacks if the weapon has been enhanced with the [[Elemental Blade (411)]] spell of the same element, though not with any other manner of weapon-based flare. Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first. |
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Note: Lightning vulnerability is activated with ranks in [[Elemental Lore, Air]]. |
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==Usage== |
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* <tt>[[CAST]] {target}</tt>, <tt>[[CHANNEL]] {target}</tt>, or <tt>[[INCANT]]</tt> this spell to initiate a [[warding]] check versus the target. |
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=='''All Elements but Lightning'''== |
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==[[CHANNEL (verb)|Channeling]] Bonus== |
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<section begin=Not Lightning/> |
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:{| {{prettytable|text-align:center;}} |
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|- |
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!align=right|Elemental Lore ranks||1||3||6||10||15||21||28||36||45||55||66 |
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|- |
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|align=right|DS penalty||2||4||6||8||10||12||14||16||18||20||22 |
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|- |
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|colspan=12| |
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|- |
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!align=right colspan=2|Elemental Lore ranks||78||91||105||120||136||153||171||190||210||231 |
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|- |
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|align=right colspan=2|DS penalty||24||26||28||30||32||34||36||38||40||42 |
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|} |
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<section end=Not Lightning/> |
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The formula for lightning is: {{mono|seed 1 [[summation]] [(Water Lore + Air Lore ranks) ÷ 2]}} |
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Channeling this spell will add phantom [[endroll]]s to the actual endroll according to the table below. |
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=='''Lightning'''== |
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{| {{prettytable}} |
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:{| {{prettytable|text-align:center;}} |
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|-style = "background:#DDD; color: blue" |
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!'''STANCE''' |
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!'''<center>OFF</center>''' |
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!'''<center>ADV</center>''' |
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!'''<center>FOR</center>''' |
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!'''<center>NEU</center>''' |
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!'''<center>GUA</center>''' |
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|- |
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!align=right|Combined Water/Air ranks||2||6||12||20||30||42||56||72||90||110||132 |
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!One Open Hand |
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|<center>+20</center> |
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|<center>+16</center> |
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|<center>+12</center> |
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|<center>+8</center> |
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|<center>+5</center> |
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|- |
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|align=right|DS penalty||2||4||6||8||10||12||14||16||18||20||22 |
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!Two Open Hands |
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|- |
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|<center>+40</center> |
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|colspan=12| |
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|<center>+32</center> |
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|- |
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|<center>+24</center> |
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!align=right colspan=2|Combined Water/Air ranks||156||182||210||240||272||306||342||380||420||462 |
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|<center>+16</center> |
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|- |
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|<center>+10</center> |
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|align=right colspan=2|DS penalty||24||26||28||30||32||34||36||38||40||42 |
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|} |
|} |
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The following table provides a summary of which Elemental Lore should be trained for each specific follow-up spell/attack: |
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:{| {{prettytable}} width="75%" |
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!Elemental Lore || Applicable Spells/Attacks Receiving DS Penalty |
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|- |
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| Air || [[Minor Shock (901)]], [[Major Shock (910)]], [[505|Tonis Bolt (505)]], [[518|Major Air Bolt (518)]], and [[411|Elemental Blade Air weapons (411)]] |
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|- |
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| Earth || [[Minor Acid (904)]], [[Major Acid (1710)]], [[Hurl Boulder (510)]], and [[411|Elemental Blade Earth weapons (411)]] |
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|- |
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| Fire || [[Minor Fire (906)]], [[Major Fire (908)]], [[Minor Steam (1707)]], and [[411|Elemental Blade Fire weapons (411)]] |
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|- |
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| Water || [[Minor Shock (901)]], [[Minor Water (903)]], [[Minor Acid (904)]], [[Major Cold (907)]], [[Major Shock (910)]], [[Minor Steam (1707)]], [[Minor Cold (1709)]], [[Major Acid (1710)]], and [[411|Elemental Blade Water weapons (411)]] |
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|- |
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| Lightning<br>(Attunement) || [[Minor Shock (901)]], [[Major Shock (910)]], and [[411|Elemental Blade Lightning weapons (411)]] |
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|} |
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:<small>Information provided by GM Estild.</small> |
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==Concussion Damage Calculation== |
==Concussion Damage Calculation== |
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The [[Damage Factor]] used to calculate [[Raw damage| |
The [[Damage Factor]] used to calculate [[Raw damage|concussion]] damage (only), is ~.400 with a concussion damage cap of 35. |
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<div {{prettydiv|margin-right=35%}}><center>{{boldmono|Concussion Damage <nowiki>=</nowiki> .400 × ((Endroll + Channeling Bonus) - 100)}}</center></div> |
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[[Status]] conditions such as [[stunned]], [[Blind (311)|blinded]], [[prone]] will also increase damage by adding phantom endrolls. |
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Example with no channeling bonus |
Example with no channeling bonus |
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The crystalline ice shards quickly orbit the troll, causing 24 points of damage!</pre> |
The crystalline ice shards quickly orbit the troll, causing 24 points of damage!</pre> |
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Concussion damage = (DF .400 |
{{mono|Concussion damage <nowiki>=</nowiki> (DF .400 × (161 - 100)) <nowiki>=</nowiki> 24 damage}} |
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===Channel Damage=== |
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If the spell was channeled in offensive stance with one open hand (phantom endroll bonus +20) the concussion damage would increase to a minimum of 32 (.400 * 81) since the effective endroll would have increased to 181 (161 ER + 20 channel bonus) |
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{{Channel-damage}} |
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Going back to the example above, if the spell was channeled in offensive stance with one open hand (phantom endroll bonus +20) the concussion damage would increase to a minimum of 32 (.400 × 81) since the effective endroll would have increased to 181 (161 ER + 20 channel bonus). |
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==Lore Benefits== |
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Targets of Chromatic Circle will sustain a DS penalty according to the chart below when the following conditions exist: |
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*Messaging indicates that the target is ''off balance and exposed to the elements''. This message will only be displayed if the caster has lore ranks in an element that matches the element surrounding the target. |
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*A follow up [[bolt spell]] or [[Elemental Blade (411)|ebladed]] weapon attack has the same elemental damage type that surrounds the target. |
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Note: [[Electrical critical table|Lightning]] vulnerability is activated with ranks in [[Elemental Lore, Air|EL, Air]]. |
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Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks - whichever comes first. |
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{| {{prettytable}} align="center" |
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|-style = "background:#DDD; color: black" |
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!align="right"|EL ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136||153||171||190||210||231 |
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|- |
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|align="right"|'''DS Penalty'''||2||4||6||8||10||12||14||16||18||20||22||24||26||28||30||32||34||36||38||40||42 |
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|} |
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The above chart applies to all elements except lightning. Formula for lightning is: ((EL,Water + EL,Air ranks) / 2) |
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Example: To gain a +20 DS penalty requires a total of 110 (Water + Air) lore ranks. |
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==Messaging== |
==Messaging== |
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;[[Fire critical table|Fire]] |
;[[Fire critical table|Fire]] |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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>incant 502 |
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You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a hill troll. |
You gesture at a hill troll. |
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;[[Cold critical table|Cold]] |
;[[Cold critical table|Cold]] |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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>incant 502 |
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You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a hill troll. |
You gesture at a hill troll. |
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The hill troll is stunned!</pre> |
The hill troll is stunned!</pre> |
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;[[Impact critical table|Impact]] |
;[[Impact critical table|Impact]] (Earth) |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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>incant 502 |
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You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a hill troll. |
You gesture at a hill troll. |
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;[[Electrical critical table|Lightning]] |
;[[Electrical critical table|Lightning]] |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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>incant 502 |
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You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a hill troll. |
You gesture at a hill troll. |
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The deep blue glow leaves a hill troll.</pre> |
The deep blue glow leaves a hill troll.</pre> |
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;[[Vacuum critical table|Vacuum]] |
;[[Vacuum critical table|Vacuum]] (Air) |
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<pre{{log2|margin-right=350px}}> |
<pre{{log2|margin-right=350px}}> |
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>incant 502 |
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You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... |
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Your spell is ready. |
Your spell is ready. |
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You gesture at a hill troll. |
You gesture at a hill troll. |
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;DS vulnerability start (varies slightly depending on damage type) |
;DS vulnerability start (varies slightly depending on damage type) |
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<pre{{log2|margin-right=350px}} |
<pre{{log2|margin-right=350px}}> |
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The whirlwind leaves the hill troll off balance and exposed to the elements. |
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</pre> |
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;DS vulnerability wearing off |
;DS vulnerability wearing off |
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<pre{{log2|margin-right=350px}} |
<pre{{log2|margin-right=350px}}> |
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A hill troll regains her balance. |
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</pre> |
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{{AR2}} |
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{{:Clear prismatic wand}} |
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==Resources== |
==Resources== |
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*[[ |
*[[/saved posts|Saved posts]] |
Latest revision as of 13:52, 14 January 2023
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Chromatic Circle (502) is a warding spell that surrounds its target with a circle of elemental magic. When successfully cast, the target will sustain both concussion and critical damage with its associated status effects. There are five (5) elemental energy types that function with this spell: Air, Earth, Fire, Water and the combinative element, Lightning. Casters who have permanently attuned to an element have the option of using that element with this spell. For non-attuned casters one of the 5 elements is randomly selected. This spell costs two mana to cast and can result in a DS penalty on follow up attacks by training in Elemental Lore(s).
Usage
- PREP 502 | CAST {target} or INCANT 502 to cast this spell
- PREP 502 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 502 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 502 to always channel this spell using INCANT 502
Lore Benefit
Training in an Elemental Lore will cause targets to incur a DS penalty of 2 per seed 1 summation of ranks of the appropriate Elemental Lore to successive bolt spells when the bolt's damage type matches the magic element surrounding the target AND the caster has ranks in that lore (the target will be "off balance and exposed to the elements"). This penalty also applies to weapon attacks if the weapon has been enhanced with the Elemental Blade (411) spell of the same element, though not with any other manner of weapon-based flare. Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first.
Note: Lightning vulnerability is activated with ranks in Elemental Lore, Air.
All Elements but Lightning
Elemental Lore ranks 1 3 6 10 15 21 28 36 45 55 66 DS penalty 2 4 6 8 10 12 14 16 18 20 22 Elemental Lore ranks 78 91 105 120 136 153 171 190 210 231 DS penalty 24 26 28 30 32 34 36 38 40 42
The formula for lightning is: seed 1 summation [(Water Lore + Air Lore ranks) ÷ 2]
Lightning
Combined Water/Air ranks 2 6 12 20 30 42 56 72 90 110 132 DS penalty 2 4 6 8 10 12 14 16 18 20 22 Combined Water/Air ranks 156 182 210 240 272 306 342 380 420 462 DS penalty 24 26 28 30 32 34 36 38 40 42
The following table provides a summary of which Elemental Lore should be trained for each specific follow-up spell/attack:
Elemental Lore Applicable Spells/Attacks Receiving DS Penalty Air Minor Shock (901), Major Shock (910), Tonis Bolt (505), Major Air Bolt (518), and Elemental Blade Air weapons (411) Earth Minor Acid (904), Major Acid (1710), Hurl Boulder (510), and Elemental Blade Earth weapons (411) Fire Minor Fire (906), Major Fire (908), Minor Steam (1707), and Elemental Blade Fire weapons (411) Water Minor Shock (901), Minor Water (903), Minor Acid (904), Major Cold (907), Major Shock (910), Minor Steam (1707), Minor Cold (1709), Major Acid (1710), and Elemental Blade Water weapons (411) Lightning
(Attunement)Minor Shock (901), Major Shock (910), and Elemental Blade Lightning weapons (411)
- Information provided by GM Estild.
Concussion Damage Calculation
The Damage Factor used to calculate concussion damage (only), is ~.400 with a concussion damage cap of 35.
Status conditions such as stunned, blinded, prone will also increase damage by adding phantom endrolls.
Example with no channeling bonus
>CS: +186 - TD: +55 + CvA: +11 + d100: +19 == +161 Warding failed! The crystalline ice shards quickly orbit the troll, causing 24 points of damage!
Concussion damage = (DF .400 × (161 - 100)) = 24 damage
Channel Damage
Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).
STANCE OFF ADV FOR NEU GUA One Open Hand +20 +16 +12 +8 +4 Two Open Hands +40 +32 +24 +16 +8
Going back to the example above, if the spell was channeled in offensive stance with one open hand (phantom endroll bonus +20) the concussion damage would increase to a minimum of 32 (.400 × 81) since the effective endroll would have increased to 181 (161 ER + 20 channel bonus).
Messaging
>incant 502 You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... Your spell is ready. You gesture at a hill troll. A hill troll is suddenly surrounded by a circle of flickering flames. CS: +186 - TD: +55 + CvA: +11 + d100: +93 == +235 Warding failed! The flickering flames quickly swirl around the troll, causing 35 points of damage! ... 25 points of damage! Flames incinerate right leg to the bone. Not a pleasant sight. It is knocked to the ground! The hill troll is stunned! The hill troll bellows in agony as the fire toasts her body! ... 70 points of damage! Back burnt to the bone. Smoke curls up from what's left of a hill troll.
>incant 502 You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... Your spell is ready. You gesture at a hill troll. A hill troll is suddenly surrounded by a circle of crystalline ice shards. CS: +186 - TD: +55 + CvA: +11 + d100: +19 == +161 Warding failed! The crystalline ice shards quickly orbit the troll, causing 24 points of damage! ... 15 points of damage! Icy blast to the head and the hill troll is reeling! The hill troll is stunned!
- Impact (Earth)
>incant 502 You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... Your spell is ready. You gesture at a hill troll. A hill troll is suddenly surrounded by a circle of shifting stones. CS: +186 - TD: +55 + CvA: +11 + d100: +64 == +206 Warding failed! The shifting stones quickly orbit the troll, causing 35 points of damage! ... 30 points of damage! Hard strike to right leg breaking tendons and bone! It is knocked to the ground! The shifting stones leave the troll off balance and exposed to the elements. Cast Roundtime 3 Seconds.
>incant 502 You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... Your spell is ready. You gesture at a hill troll. A hill troll is suddenly surrounded by a circle of crackling lightning. CS: +186 - TD: +55 + CvA: +11 + d100: +57 == +199 Warding failed! The crackling lightning quickly arcs around the troll, causing 35 points of damage! ... 30 points of damage! Terrible shock to neck fuses larynx shut. A painful death follows. The hill troll screams one last time and dies. The deep blue glow leaves a hill troll.
- Vacuum (Air)
>incant 502 You intone a phrase of elemental power while raising your hands, invoking Chromatic Circle... Your spell is ready. You gesture at a hill troll. A hill troll is suddenly surrounded by a small whirlwind. CS: +186 - TD: +55 + CvA: +11 + d100: +90 == +232 Warding failed! The whirlwind quickly swirls around the troll, causing 35 points of damage! ... 35 points of damage! Bones in left hand shatter violently leaving behind a bloody stump! The hill troll is stunned!
- DS vulnerability start (varies slightly depending on damage type)
The whirlwind leaves the hill troll off balance and exposed to the elements.
- DS vulnerability wearing off
A hill troll regains her balance.
Alchemy Recipes
A clear prismatic wand | |
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Eastern version | Western version |
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