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{{spell |
{{spell |
| name = Pestilence
| name = Pestilence
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'''Pestilence''' may be cast as a reactive defensive spell, or as an offensive [[warding]] spell. In both cases the target is infected and follow-up [[damage over time]] cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect [[undead]].
<section begin=description /><noinclude>'''Pestilence''' may</noinclude><includeonly>May</includeonly> be cast as a reactive defensive spell, or as an offensive [[warding]] spell. In both cases the target is infected and follow-up [[Damage Over Time]] (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect [[undead]].<section end=description />


The DoT effect lasts for 1-10 rounds, determined by the warding margin &divide; 10. Each round triggers every 6 seconds and deals [[hitpoint|concussion damage]] based upon how many rounds the effect will last along with a weak [[disintegration critical table|disintegration critical]]. The former starts strong and gets weaker over time. If a target is already under the DoT effect, the spell can still be directly cast via warding for the initial damage.
In the self-cast version, the caster creates a sickly miasma around themselves and all subsequent attacks against the sorcerer have a chance to infect the attacker with a potentially deadly pestilence. With any attack on the caster, there is a base 25% chance that the miasma will react and fire on the attacker, using a hidden CS roll. If the hidden roll is successful, the attacker will take immediate disease damage (based on the [[disintegration critical table]]), along with additional disease [[Damage Over Time]] cycles. The self-cast duration is 1200 seconds + 60 seconds per [[Sorcerer Base|Sorcerer spell]] rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed and the time duration will stack if the spell is recast while still active. Training in [[Pestilence (716)#Lore_Benefits|Sorcerous Lore, Necromancy]] will increase the number of reactive charges and the chance for the miasma to fire on the attacker.


If one is infected by Pestilence, [[Undisease (113)]] will remove the DoT effect. If a target has [[Disease Resistance (104)]] active, it will get a second chance to ward the spell.
* The spell can be cast directly at a creature or player to attempt to instantly infect them.
* If the target has Disease Resistance (104) active, they get a second chance to ward the spell.
* UnDisease (113) will remove the offensive effect when active on a target.
* If cast at food, it will instantly spoil it.
* The DoT effect lasts for 1-10 rounds, determined by the warding margin / 10.
* Each round triggers every 6 seconds and deals concussion damage based upon how many rounds the effect will last along with a weak disintegrate crit. The former starts strong and gets weaker over time.


==Usage==
* The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.
*<tt>PREP 716|CAST</tt> or <tt>INCANT 716</tt> to use the self-cast version. Incanting with any hostile creature in the room will default to the warding version.
*<tt>PREP 716|CAST {target}</tt> or <tt>INCANT 716</tt> to use the warding version.
* When Pestilence is cast at food, it will instantly spoil it.

==Warding==
In the warding version, Pestilence can be cast directly at a target to attempt to instantly infect it. When a warding is successful, the target will take immediate concussion damage and a disintegration critical, along with additional DoT cycles, and be [[diseased]].

==Self-cast==
In the self-cast version, the caster creates a sickly miasma around itself and all subsequent attacks against the sorcerer have a chance to infect the attacker with a potentially deadly pestilence. With any attack on the caster, there is a base 25% chance that the miasma will react and fire on the attacker, using a hidden CS roll to determine if the attacker becomes infected. If the hidden roll is successful, the attacker will take immediate concussion damage and a disintegration critical, along with additional DoT cycles, and be diseased.

The self-cast duration is 1200 seconds + 60 seconds per [[Sorcerer Base|Sorcerer spell]] rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed up to the caster's maximum and the time duration will stack if the spell is recast while still active. Training in [[Pestilence (716)#Lore_Benefits|Sorcerous Lore, Necromancy]] will increase the number of reactive charges and the chance for the miasma to fire on the attacker. The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.


==Lore Benefits==
==Lore Benefits==
Training in [[Sorcerous Lore, Necromancy]] provides two benefits for the self-cast (reactive flare) version:
* Necromancy lore also increases the base chance for the reactive attack by 2 * seed 9 summation.

*It increases the chance for the reactive flare attack by 2 * seed 9 ranks [[summation]].
<div {{prettydiv|margin-right=35%}}><center>{{boldmono|% chance for reactive flare <nowiki>=</nowiki> 25 + 2 per seed 9 ranks}}</center></div>
*It increases the number of reactive flares by +1 per seed 9 ranks summation.
<div {{prettydiv|margin-right=35%}}><center>{{boldmono|Total reactive flare charges <nowiki>=</nowiki> 5 + 1 per seed 9 ranks}}</center></div>

{| {{prettytable}} align="center"
!align="right"|Sorcerous Lore, Necromancy ranks||9||19||30||42||55||69||84||100||117||135||154||174||195||217||240
|-
|align="right"|Chance for reactive flares||27%||29%||31%||33%||35%||37%||39%||41%||43%||45%||47%||49%||51%||53%||55%
|-
|align="right"|Total reactive flare charges||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20
|}


base 5 charges, increasing by +1 per seed 9 summation of [[Sorcerous Lore, Necromancy]]. Once all charges are used up, the self-cast spell fades.
== Messaging ==
== Messaging ==


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</pre>
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;Self-cast version ending
;Halting the spell with STOP
<pre{{log2|margin-right=350px}}>
<pre{{log2|margin-right=350px}}>
With a moment's concentration, you terminate the Pestilence spell.
You exhale the last of a virulent green mist.
You exhale the last of a virulent green mist.
</pre>
</pre>
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==Resources==
==Resources==
*[[Pestilence (716) (saved posts)]]
*[[/saved posts|Saved posts]]


[[Category: Defensive Spells]]
[[Category: Defensive Spells]]

Latest revision as of 11:50, 15 January 2023

Pestilence (716)
Mnemonic [PESTILENCE]
Duration Special
Attack Magic - Damage - Disabling  
Subtype Warding 
Target(s) Single 
Interval Variable 
Damage Type Disintegration 
State(s) Inflicted Diseased
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Pestilence may be cast as a reactive defensive spell, or as an offensive warding spell. In both cases the target is infected and follow-up Damage Over Time (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect undead.

The DoT effect lasts for 1-10 rounds, determined by the warding margin ÷ 10. Each round triggers every 6 seconds and deals concussion damage based upon how many rounds the effect will last along with a weak disintegration critical. The former starts strong and gets weaker over time. If a target is already under the DoT effect, the spell can still be directly cast via warding for the initial damage.

If one is infected by Pestilence, Undisease (113) will remove the DoT effect. If a target has Disease Resistance (104) active, it will get a second chance to ward the spell.

Usage

  • PREP 716|CAST or INCANT 716 to use the self-cast version. Incanting with any hostile creature in the room will default to the warding version.
  • PREP 716|CAST {target} or INCANT 716 to use the warding version.
  • When Pestilence is cast at food, it will instantly spoil it.

Warding

In the warding version, Pestilence can be cast directly at a target to attempt to instantly infect it. When a warding is successful, the target will take immediate concussion damage and a disintegration critical, along with additional DoT cycles, and be diseased.

Self-cast

In the self-cast version, the caster creates a sickly miasma around itself and all subsequent attacks against the sorcerer have a chance to infect the attacker with a potentially deadly pestilence. With any attack on the caster, there is a base 25% chance that the miasma will react and fire on the attacker, using a hidden CS roll to determine if the attacker becomes infected. If the hidden roll is successful, the attacker will take immediate concussion damage and a disintegration critical, along with additional DoT cycles, and be diseased.

The self-cast duration is 1200 seconds + 60 seconds per Sorcerer spell rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed up to the caster's maximum and the time duration will stack if the spell is recast while still active. Training in Sorcerous Lore, Necromancy will increase the number of reactive charges and the chance for the miasma to fire on the attacker. The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.

Lore Benefits

Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:

  • It increases the chance for the reactive flare attack by 2 * seed 9 ranks summation.
% chance for reactive flare = 25 + 2 per seed 9 ranks
  • It increases the number of reactive flares by +1 per seed 9 ranks summation.
Total reactive flare charges = 5 + 1 per seed 9 ranks
Sorcerous Lore, Necromancy ranks 9 19 30 42 55 69 84 100 117 135 154 174 195 217 240
Chance for reactive flares 27% 29% 31% 33% 35% 37% 39% 41% 43% 45% 47% 49% 51% 53% 55%
Total reactive flare charges 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Messaging

Initial cast
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...
Your spell is ready.
You gesture.
A cankerous ripple of vesicles temporarily disfigures your face and travels down your body, leaving a sickly green miasma as it disappears.
Self-cast version ending
You exhale the last of a virulent green mist.
Reactive flare effect (with follow-up damage cycles)
A lesser minotaur swings a curved silvery white greataxe at you!
  AS: +376 vs DS: +389 with AvD: +39 + d100 roll: +54 = +80
   A clean miss.

You exhale a virulent green mist toward a lesser minotaur, instantly infecting him.  The lesser minotaur convulses violently!
   ... 25 points of damage!
   Groove etched into skin of chest and quickly fills with blood. 
   The lesser minotaur is stunned!

{The following cycles are damage over time}

Boils rupture all over a lesser minotaur causing 16 points of damage!
   ... 10 points of damage!
   Blast creates interesting designs on torso, but little damage.

A lesser minotaur's skin hardens into a black rot and begins to crumble causing 10 points of damage!
   ... 5 points of damage!
   Blast creates interesting designs on torso, but little damage.

Pus-filled sores erupt on a lesser minotaur causing 8 points of damage!
   ... 5 points of damage!
   Patches of flesh removed from left hand.

A lesser minotaur wails as painful boils form and erupt causing 8 points of damage!
   ... 10 points of damage!
   Unpleasant wound to right arm!

A lesser minotaur wails as painful boils form and erupt causing 5 points of damage!
   ... 5 points of damage!
   Flesh painfully vaporized from side!

A lesser minotaur begins hemorrhaging from multiple orifices causing 4 points of damage!
   ... 10 points of damage!
   Flesh painfully vaporized from side!

A lesser minotaur begins hemorrhaging from multiple orifices causing 2 points of damage!
   ... 5 points of damage!
   Blast creates interesting designs on torso, but little damage.
The virulent green mist surrounding a lesser minotaur disperses.
CAST as a warding spell (with follow-up damage cycles)
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence...
Your spell is ready.
You gesture at a krag dweller.
  CS: +414 - TD: +289 + CvA: +25 + d100: +99 == +249
  Warding failed!
You exhale a virulent green mist toward a krag dweller, instantly infecting it.  The krag dweller convulses violently!
   ... 45 points of damage!
   Portions of eye socket turned to fine powder!
   How irritating!
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)

{The following cycles are damage over time}

A krag dweller's skin necrotizes and falls away as an indiscernible mass causing 17 points of damage!
   ... 5 points of damage!
   Flesh painfully vaporized from side!

Pustules break out all over a krag dweller causing 18 points of damage!
   ... 10 points of damage!
   Eyebrow and eyelashes of left eye melted off.
   Trendy!

A krag dweller's skin hardens into a black rot and begins to crumble causing 13 points of damage!
   ... 4 points of damage!
   Surface of left leg etched to little effect.

The sickly green miasma around a krag dweller flares causing 12 points of damage!
   ... 5 points of damage!
   A small, but painful slice of neck vanishes!

Pus-filled sores erupt on a krag dweller causing 14 points of damage!
   ... 5 points of damage!
   Surface of left leg etched to little effect.

Boils rupture all over a krag dweller causing 10 points of damage!
   ... 10 points of damage!
   Flesh painfully vaporized from side!

Boils rupture all over a krag dweller causing 7 points of damage!
   ... 10 points of damage!
   Poor strike removes hair from head, but little else.

A krag dweller begins hemorrhaging from multiple orifices causing 6 points of damage!
   ... 5 points of damage!
   Surface of left leg etched to little effect.

The sickly green miasma around a krag dweller flares causing 4 points of damage!
   ... 5 points of damage!
   Unpleasant wound to left arm!

A krag dweller begins hemorrhaging from multiple orifices causing 2 points of damage!
   ... 2 points of damage!
   A small, but painful slice of neck vanishes!
The virulent green mist surrounding a krag dweller disperses.

Resources