Grasp of the Grave (709): Difference between revisions
(Updated spell mnemonic from GRASPOFTHEGRAVE to GRASP) |
VANKRASN39 (talk | contribs) (rewrite, remove hsn tag, could use better messaging) |
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| mnemonic = GRASP |
| mnemonic = GRASP |
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When cast, the spell will instantly cause 5-6 arms to crawl out of the ground and attempt to pull all non-flying, non-friendly targets to the ground. It uses a [[standard maneuver roll]], with the caster getting a bonus based upon their [[Sorcerer Base|sorcerer spell]] ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but also have a 5% fumble chance. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone. |
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'''Grasp of the Grave''' causes 5-6 arms to emerge and immediately attempt to pull all non-flying, un[[group]]ed targets to the ground. Most arms appear as a singular "arm," but there is a 25% chance to get a "pair of arms," which is beneficial to those with [[Grasp of the Grave (709)#Lore_Benefit|Sorcerous Lore, Necromancy]] training |
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Grasp of the Grave uses a [[standard maneuver roll]], with the caster getting a bonus based upon their [[Sorcerer Base|sorcerer spell]] ranks, and [[Aura]] and [[Wisdom]] stat bonuses. Defenders get a bonus based upon [[Dodge]] ranks, [[Agility]] and [[Dexterity]] stat bonuses, but are also subject to a 5% chance of fumbling. In addition, defenders get a 1% chance to dodge regardless of anything else. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone. |
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After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). Affected targets are knocked down and subject to 3-5 seconds of roundtime. |
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==Usage== |
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<tt>PREP 709|[[CAST]]</tt> or <tt>[[INCANT]] 709</tt> to use the spell. It is an [[open cast]] spell. |
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<tt>[[STOP]] 709</tt> to remove any remaining arms in a room, as the arms will affect any other character not grouped to the caster, and may harm others even when the caster does not remain in the room. |
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==Lore Benefit== |
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Training in [[Sorcerous Lore, Necromancy]] gives a chance to impose [[grapple critical table|grapple damage]] on the target based on a 2 × seed 2 [[summation]] of Necromancy ranks, including a small chance to outright strangle the target. Arms appearing as a "pair of arms" will have double the chance for damage and strangulation. |
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{| {{prettytable}} align="center" |
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!align="right"|Sorcerous Lore, Necromancy ranks||2||5||9||14||20||27||35||44||54||65||77||90||104||119||135||152||170||189||209||230||252 |
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|align="right"|% chance for grapple damage||2%||4%||6%||8%||10%||12%||14%||16%||18%||20%||22%||24%||26%||28%||30%||32%||34%||36%||38%||40%||42% |
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==Messaging== |
==Messaging== |
Revision as of 16:07, 21 September 2015
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Grasp of the Grave causes 5-6 arms to emerge and immediately attempt to pull all non-flying, ungrouped targets to the ground. Most arms appear as a singular "arm," but there is a 25% chance to get a "pair of arms," which is beneficial to those with Sorcerous Lore, Necromancy training
Grasp of the Grave uses a standard maneuver roll, with the caster getting a bonus based upon their sorcerer spell ranks, and Aura and Wisdom stat bonuses. Defenders get a bonus based upon Dodge ranks, Agility and Dexterity stat bonuses, but are also subject to a 5% chance of fumbling. In addition, defenders get a 1% chance to dodge regardless of anything else. A failed attempt to avoid the arms will result in 3-15 seconds of roundtime, and a knockdown if the target isn't already prone.
After the initial knockdown, the arms will periodically attempt to pull a target down one more time before decaying away. The second attempt compares the caster's sorcerer spell ranks against the target's level to determine success (70 + ((caster 700 ranks - target level) * 7), capped at 99, floored at 5). Affected targets are knocked down and subject to 3-5 seconds of roundtime.
Usage
PREP 709|CAST or INCANT 709 to use the spell. It is an open cast spell.
STOP 709 to remove any remaining arms in a room, as the arms will affect any other character not grouped to the caster, and may harm others even when the caster does not remain in the room.
Lore Benefit
Training in Sorcerous Lore, Necromancy gives a chance to impose grapple damage on the target based on a 2 × seed 2 summation of Necromancy ranks, including a small chance to outright strangle the target. Arms appearing as a "pair of arms" will have double the chance for damage and strangulation.
Sorcerous Lore, Necromancy ranks | 2 | 5 | 9 | 14 | 20 | 27 | 35 | 44 | 54 | 65 | 77 | 90 | 104 | 119 | 135 | 152 | 170 | 189 | 209 | 230 | 252 |
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% chance for grapple damage | 2% | 4% | 6% | 8% | 10% | 12% | 14% | 16% | 18% | 20% | 22% | 24% | 26% | 28% | 30% | 32% | 34% | 36% | 38% | 40% | 42% |
Messaging
You gesture at a triton executioner. Numerous grotesque limbs in varying states of decay suddenly burst out of the floor! With startling speed and ferocity, the arms grab at whatever they can! The arms snatch viciously at a triton executioner and drag him down to the floor! The arms snatch viciously at a triton executioner and drag her down to the floor! Cast Roundtime 3 Seconds. A bloody arm quickly snatches at a triton executioner, holding her down before retreating into the floor!
- STOP
>stop 709 A a fleshless arm flails briefly before decaying into dust. A a bloody arm flails briefly before decaying into dust.