Minor Shock (901): Difference between revisions
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==Lores and Increased Damage== |
==Lores and Increased Damage== |
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Training in either [[Elemental Lore, Water]] and/or [[Elemental Lore, Air]] will increase the spell's [[damage factor]]s. The increase is .001 |
Training in either [[Elemental Lore, Water]] and/or [[Elemental Lore, Air]] will increase the spell's [[damage factor]]s. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores (as previously thought) to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075. |
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|'''Air and/or Water Lore Ranks'''||'''<center>DF Increase</center>''' |
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|<center>1 to 100</center>||.001 per two ranks |
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|<center>101 to 200</center>||.001 per four ranks |
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*Note: Damage factor truncates at three decimal places. |
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== Spell Usage == |
== Spell Usage == |
Revision as of 19:48, 5 October 2011
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Minor Shock is an elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target. The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries.
Although not very powerful, this spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low. This spell can also typically be found in silver and iron wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Iron wands containing minor shock can also be created by properly trained alchemists.
Lores and Increased Damage
Training in either Elemental Lore, Water and/or Elemental Lore, Air will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores (as previously thought) to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075.
Air and/or Water Lore Ranks | |
.001 per two ranks | |
.001 per four ranks |
- Note: Damage factor truncates at three decimal places.
Spell Usage
Casting at oneself or characters from defensive or guarded stance will cause a crackling halo of static to swirl about the target's head, standing all their hair straight on end.
Damage Factor Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Minor Shock | DF | .150 | .133 | .111 | .122 | .128 | ||||||||||||
AvD | 35 | 25 | 24 | 23 | 22 | 30 | 28 | 26 | 24 | 33 | 29 | 25 | 21 | 36 | 30 | 24 | 18 |
Messaging
Successful cast
prep 901
Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
cast nymph
You gesture at a sea nymph.
You hurl a small surge of electricity at a sea nymph!
AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276
... and hit for 53 points of damage!
Heavy jolt to abdomen causes skin to break open exposing liver.
Yuck!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.