Stunning Shout (1008): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
No edit summary
 
Line 8: Line 8:
| dtype = [[Hitpoint]]
| dtype = [[Hitpoint]]
| status = [[Stun]], Disorient
| status = [[Stun]], Disorient
| cast_rt = 2
| mana_cost = 5
| ctype = [[Impact critical table|Impact]] or [[Unbalance critical table|Unbalance]]
| ctype = [[Impact critical table|Impact]] or [[Unbalance critical table|Unbalance]]
| navigation = {{Bard base navigation}}
| navigation = {{Bard base navigation}}

Latest revision as of 20:06, 1 January 2024

Stunning Shout (1008)
Mnemonic [SHOUT]
Duration Instantaneous
Cast Time 2
Mana Cost 5
Attack Magic - Damage - Disabling  
Subtype Warding 
Target(s) Single individual 
Interval One-shot 
Damage Type Hitpoint 
State(s) Inflicted Stun, Disorient 
Critical Type Impact or Unbalance 
Bard Base Spells
Holding Song (1001) Attack
Vibration Chant (1002) Attack
Fortitude Song (1003) Defensive
Purification Song (1004) Utility
Lullabye (1005) Attack
Song of Luck (1006) Utility
Kai's Triumph Song (1007) Offensive
Stunning Shout (1008) Attack
Sonic Shield Song (1009) Utility
Song of Valor (1010) Defensive
Song of Peace (1011) Utility
Sonic Weapon Song (1012) Utility
Song of Unravelling (1013) Attack
Sonic Armor (1014) Utility
Song of Depression (1015) Attack
Song of Rage (1016) Attack
Song of Noise (1017) Utility
Song of Power (1018) Utility
Song of Mirrors (1019) Defensive
Traveler's Song (1020) Utility
Singing Sword Song (1025) Utility
Song of Sonic Disruption (1030) Attack
Song of Tonis (1035) Defensive
Troubadour's Rally (1040) Utility

Stunning Shout is a spellsong that, on a successful warding roll, first deals HP damage, followed by impact or unbalance critical damage, then stuns or disorients the target. A creature that is already stunned will not have the previous stun stack with the resulting stun, but a greater stun will replace the previous stun. Disorientation will result in roundtime and possibly other ill effects.

Lore Benefit

Training in Elemental Lore, Air provides a bonus to initial HP damage of +1 per three lore ranks.

Elemental Lore, Air ranks 3 6 9 12 15 18 21 24 27 30 45 60 75 90 105 120 135 150
Additional HP damage 1 2 3 4 5 6 7 8 9 10 15 20 25 30 35 40 45 50
Not all thresholds shown

Damage Formula

The damage of the initial HP cycle depends on the endroll and the bard's training in Elemental Lore, Air.

For example, with a 169 endroll and 30 lore ranks,

10 + (69/4) + (30/3) = 10 + 17 + 10 = 37 damage

Messaging

You weave another verse into your harmony, directing the sound of your voice at a dybbuk.
CS: +227 - TD: +161 + CvA: +25 + d100: +78 == +169
Warding failed!
A dybbuk is struck violently by the tightly focused sonic energy of your cacophonous shout!
... 37 points of damage!
A dybbuk is staggered by the sonic force!
... 20 points of damage!
Light blow to back.
The intensity of the sonic assault disorients a dybbuk!
Sing Roundtime 3 Seconds.

Resources