Immolation (519): Difference between revisions

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m (correct usage for evoke to say 5 mana instead of 15)
 
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When the spell is [[EVOKE]]d, it acts as a disabler, dealing reduced damage but subjecting the target to RT. The evoke version costs 5 mana and incurs 2 seconds of cast roundtime.
When the spell is [[EVOKE]]d, it acts as a disabler, dealing reduced damage but subjecting the target to RT. The evoke version costs 5 mana and incurs 2 seconds of cast roundtime.


{{Usage-channel-evoke|s=519|2=the disabling version of the spell for 15 mana}}
{{Usage-channel-evoke|s=519|2=the disabling version of the spell for 5 mana}}


==Lore Benefits==
==Lore Benefits==

Latest revision as of 23:11, 3 January 2024

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Immolation (519)
Mnemonic [IMMOLATION]
Duration Instantaneous
Cast Time 3 (2 evoked)
Mana Cost 19 (5 evoked)
Attack Magic - Damage  
Subtype Warding 
Target(s) Single individual 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Fire 
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

This spell releases incredible destruction by fire when the target fails a warding roll. Affected targets are set on fire and take recurring damage. CHANNELing the spell increases effective warding margin when the caster has one or two open hands, but subjects the caster to 3 seconds of hard roundtime (RT) that cannot be negated.

When the spell is EVOKEd, it acts as a disabler, dealing reduced damage but subjecting the target to RT. The evoke version costs 5 mana and incurs 2 seconds of cast roundtime.

Usage

  • PREP 519 | CAST {target} or INCANT 519 to cast this spell normally

  • PREP 519 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
  • INCANT 519 CHANNEL to channel this spell once using INCANT

  • PREP 519 | EVOKE {target} to cast the disabling version of the spell for 5 mana
  • INCANT 519 EVOKE to evoke this spell once using INCANT
  • INCANT 519 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT

  • INCANT SET CHANNEL 519 to always channel this spell using INCANT 519
  • INCANT SET EVOKE 519 to always evoke this spell using INCANT 519
  • Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 519

Lore Benefits

Training in Elemental Lore, Fire provides two benefits:

Incineration

Fire Lore provides a chance to incinerate a target, instantly killing it. The base percent chance is a seed 1 summation of (Fire Lore ranks - 10) ÷ 2. If the warding margin is less than 50, this chance is reduced by 2% of the base chance per each marginal point. For example, if the caster had a base 10% chance to incinerate the target, but the warding result was 140, the incineration chance would be reduced to 8% (losing 20% of base). With a warding result of 125, the chance would be reduced to 5%.

Assumes warding margin >50
Elemental Lore, Fire ranks 12 16 22 30 40 52 66 82 100 120 142 166 192 220 250
Chance for incineration 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11% 12% 13% 14% 15%


Extra Damage Cycle

Fire Lore also provides a chance for an extra damage cycle, determined by ranks ÷ 1.5, so at 75 ranks, there is a 50% chance, and at 150 ranks, there is a 100% chance.

Elemental Lore, Fire ranks 2 8 15 23 30 38 45 53 60 68 75
Chance for extra damage cycle 1% 5% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Elemental Lore, Fire ranks 83 90 98 100 105 113 120 128 135 143 150
Chance for extra damage cycle 55% 60% 65% 66% 70% 75% 80% 85% 90% 95% 100%
Not all thresholds shown

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

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