Disintegrate (705): Difference between revisions
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:#Weapons having 25% less [[damage factor]]; |
:#Weapons having 25% less [[damage factor]]; |
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:#Shields reducing the target's [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and |
:#Shields reducing the target's [[block]] chance by 5% and cause it to suffer -20 to offense with [[shield maneuvers]]; and |
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:#[[Armor Use|Armor]] is reduced by 1 |
:#[[Armor Use|Armor]] is reduced by 1 Armor Group. |
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The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect. |
The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect. |
Revision as of 10:01, 12 February 2021
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Disintegrate is a core warding attack spell which causes portions of a target's body to melt away.
Under normal circumstances, the spell inflicts two damage cycles upon the target. If the target is stunned, or if the target is non-corporeal undead, a third damage cycle will take place.
Additionally, casting this spell upon an item will cause it to be destroyed.
Usage
- PREP 705 | CAST {target} or INCANT 705 to cast this spell normally
- PREP 705 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
- INCANT 705 CHANNEL to channel this spell once using INCANT
- PREP 705 | EVOKE {target} to cast Disintegrate Bolt (requires 20 ranks of Sorcerous Lore, Necromancy)
- INCANT 705 EVOKE to evoke this spell once using INCANT
- INCANT 705 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT
- INCANT SET CHANNEL 705 to always channel this spell using INCANT 705
- INCANT SET EVOKE 705 to always evoke this spell using INCANT 705
- Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 705
Lore Benefits
Training in Sorcerous Lore, Necromancy provides three benefits:
Bolt Version
As mentioned above, 20 ranks of Necromancy Lore unlocks the ability for Disintegrate to be cast as a bolt spell, which is cast using PREP 705, EVOKE {target}.
Opponent Effectiveness Reduction
Necromancy Lore provides the ability for both the regular and bolt aspects of the spell to temporarily weaken weapons, shields, and armor for 60 seconds when the target is struck. The percent chance is based upon a seed 6 summation of the caster's Necromancy ranks. One of three effects may occur:
- Weapons having 25% less damage factor;
- Shields reducing the target's block chance by 5% and cause it to suffer -20 to offense with shield maneuvers; and
- Armor is reduced by 1 Armor Group.
The effect(s) stacks and the duration renews each time the lore benefit triggers. The target must be struck on the right hand or arm for the weapon effect, and on the left hand or arm for the shield effect. Any other location hit will trigger the armor effect.
Sorcerous Lore, Necromancy ranks 6 13 21 30 40 51 63 76 90 105 121 138 156 175 195 216 238 Chance for opponent effectiveness reduction 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15% 16% 17%
Damage Factor Bonus
Training in Sorcerous Lore, Necromancy increases the bolt version only damage factor (DF).
Necromancy Lore Ranks |
Increase |
0.001 per rank | |
0.001 per two ranks | |
0.001 per four ranks |
The total DF increase with 200 ranks Necromancy lore is 0.100.
Channel Damage
Channeling provides additional damage by boosting the effective warding margin of a spell. Thus a channeled spell with bonuses of 25 and a warding roll of 101 would do the same damage as a cast spell with a warding roll of 126. Stance gives a bonus of 4 at guarded and 20 at offensive. Disintegrate is a special cast that only takes stance into account, and not the open hand factor. This bonus is added on top of any other applicable warding margin bonuses, such as an incapacitated target (+15 for most spells), or the charge-up effect of Fervent Reproach. This applies to both warding and bolt versions of the spell.
STANCE OFF ADV FOR NEU GUA Bonus +20 +16 +12 +8 +4
Bolt Spell Table
The damage factors and AvDs contained in this table are used in damage calculations with the bolt spell version only.
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 | |
Disintegrate | DF | .525 | .383 | .314 | .350 | .197 | ||||||||||||
AvD | 40 | 38 | 37 | 36 | 35 | 35 | 33 | 31 | 29 | 37 | 33 | 29 | 25 | 32 | 26 | 20 | 14 |
Messaging
- Shield effect
You gesture at a spectral triton defender. CS: +555 - TD: +364 + CvA: +20 + d100: +77 == +288 Warding failed! A dull grey beam snakes out toward the triton defender! ... 111 points of damage! ... 25 points of damage! A fine blow splits the back of the hand. Tendrils of vapor intertwine as the wound seals before your eyes. ... 26 points of damage! Various bits of the triton defender melt away! The dull grey beam arcs toward the triton defender's large driftwood shield and engulfs it, causing cracks to appear along the surface! Cast Roundtime 3 Seconds.
Alchemy Recipe
A smooth bone wand | |
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Eastern version | Western version |
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