Cold Snap (512): Difference between revisions
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(New Spell! Cold Snap. Sorry if I really mess this up. Hopefully I capture what is needed. Also needs a lot more editing...) |
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{{spell |
{{spell |
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| mnemonic = |
| mnemonic = COLDSNAP |
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| type = Attack |
| type = Attack |
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| duration = Determined by warding failure |
| duration = Determined by warding failure |
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__TOC__ |
__TOC__ |
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When cast the spell will subject non-grouped targets to a warding. Targets that fail to ward become [[rooted]]. The root status effect causes a target to have -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS (but does not stack with the -DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures also can't perform maneuvers. The spell will affect up to 4 targets, increasing by +1 per seed 5 summation of Elemental Lore, Water ranks. The duration of the root will be ((warding margin / 5) + 3), capped at 25 seconds. |
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When '''Ice Patch''' is cast untargeted it creates a large patch of slippery ice that covers much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in [[Elemental Lore, Water]] increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage. |
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Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, immobilizing them and refreshing the duration. |
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In rooms with a watery surface, the spell mimics the effects of [[Water Walking (112)]] for all characters in the room. |
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If a target is encased in ice (512x2) and the caster CHANNELs a bolt that causes a rank 5+ impact (505, 510, 1709) critical, there is an (Elemental Lore, Water skill / 3) chance that the target location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage. |
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If Ice Patch is directed at a specific target, on a successful warding roll it will deal immediate cold critical damage and apply the [[rooted]] condition, hindering combat and movement. Rooted targets cannot perform maneuvers, and receive a penalty of -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS, but this does not stack with some other [[:Category: Status Conditions|status conditions]]. |
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If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire. |
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{{Usage-open|s=512|a=, creating an ice patch in the room}} |
{{Usage-open|s=512|a=, creating an ice patch in the room}} |
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== Lore Benefit == |
== Lore Benefit == |
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Training in |
Training in Elemental Lore, Water makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana. This is the same benefit that previously existed under a targeted Ice Patch. |
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Revision as of 11:33, 13 April 2016
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When cast the spell will subject non-grouped targets to a warding. Targets that fail to ward become rooted. The root status effect causes a target to have -50 AS to melee attacks, -25 AS to ranged attacks, and -25 DS (but does not stack with the -DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures also can't perform maneuvers. The spell will affect up to 4 targets, increasing by +1 per seed 5 summation of Elemental Lore, Water ranks. The duration of the root will be ((warding margin / 5) + 3), capped at 25 seconds.
Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, immobilizing them and refreshing the duration.
If a target is encased in ice (512x2) and the caster CHANNELs a bolt that causes a rank 5+ impact (505, 510, 1709) critical, there is an (Elemental Lore, Water skill / 3) chance that the target location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.
If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire.
Usage
- PREP 512 | CAST {target} or INCANT 512 to cast this spell against a single target
- PREP 512 | CAST to cast the OPEN version of the spell, creating an ice patch in the room
- INCANT 512 OPEN to open cast this spell once using INCANT
- INCANT SET OPEN 512 to always open cast this spell using INCANT 512
- INCANT 512 EVOKE to cast the OPEN version of the spell once using INCANT. This may potentially hit non-creatures (i.e. other player characters)
- INCANT SET EVOKE 512 to always evoke this spell using INCANT 512. This is not recommended for open cast AoE attack spells
Lore Benefit
Training in Elemental Lore, Water makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana. This is the same benefit that previously existed under a targeted Ice Patch.
Elemental Lore, Water ranks | 10 | 21 | 33 | 46 | 60 | 75 | 91 | 108 | 126 | 145 | 165 | 186 | 208 | 231 |
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Casts of Minor Water converted to Minor Cold | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |
Messaging
- CAST at a target
CS Check, followed by:
The mist leaves the entire lower half of Target's body encased in a thick block of ice. Cast Roundtime 3 Seconds.
- CAST without a target
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.
- Lore benefit
>incant 512 You intone a phrase of elemental power while raising your hands, invoking Ice Patch... Your spell is ready. You gesture at a triton radical. An airy mist quickly gathers around a triton radical. The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly. CS: +522 - TD: +430 + CvA: +25 + d100: +42 == +159 Warding failed! The mist leaves the entire lower half of a triton radical's body encased in a thick block of ice. ... 25 points of damage! The triton radical staggers as your icy attack shatters its right leg. It is knocked to the ground! Cast Roundtime 3 Seconds. >incant 903 Your hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. You channel at a triton radical. You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand... You hurl a chunk of ice at a triton radical! AS: +415 vs DS: +254 with AvD: +29 + d100 roll: +95 = +285 ... and hit for 140 points of damage! Blow to chest frees a rib to spear a lung and heart! Cast Roundtime 3 Seconds. Roundtime: 3 sec. >incant 903 Your hands glow with power as you invoke the phrase for Minor Water... Your spell is ready. You channel at a triton radical. You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand... You hurl a chunk of ice at a triton radical! AS: +422 vs DS: +242 with AvD: +29 + d100 roll: +53 = +262 ... and hit for 100 points of damage! Blow shatters bones in the triton radical's neck leaving its head hanging loosely! The triton radical collapses, gurgling once with a wrathful look on its face before expiring. The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away. A white glow rushes away from a triton radical. The dull golden nimbus fades from around a triton radical. The brilliant aura fades away from a triton radical. The very powerful look leaves a triton radical. The white light leaves a triton radical. The guiding force leaves a triton radical. Cast Roundtime 3 Seconds. Roundtime: 3 sec.
Alchemy Recipes
A translucent pale blue dust | |
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Eastern version | Western version |
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