Fervent Reproach (312): Difference between revisions
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Tiny scintillas of crystal blue light spiral up from the krag yeti to form a pulsing sphere of erratic energy. |
Tiny scintillas of crystal blue light spiral up from the krag yeti to form a pulsing sphere of erratic energy. |
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The crystal blue sphere blinks out of |
The crystal blue sphere blinks out of existence for a fraction of a heartbeat, reappearing directly above you. The crystal blue sphere begins to move in an ever-increasingly fast circle above your head until it shatters into a shower of brilliant energy, which then seeps into your skin! |
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Revision as of 09:50, 8 March 2018
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Fervent Reproach is a warding spell that does pure hitpoint damage, with no criticals of any type. Although it cannot stun or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low mana cost. A side benefit to this is that the value of skins gathered from the corpses of creatures killed by this spell is not effected by any injuries.
There is a small chance of receiving a temporary bonus of +5 to Wisdom and to the caster's current health and mana pools when casting this spell successfully. Once under the influence of this bonus, the cleric cannot receive it again until it has subsided.
Charging
- PRAY FERVENT REPROACH {#}
Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard roundtime upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."
This charge time can be changed at anytime without roundtime, but each time will force the cleric into a kneeling stance.
Lore Benefits
- Training in Spiritual Lore, Religion increases the damage of this spell.
- Training in Spiritual Lore, Blessings increases the duration of the statistic bonus.
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
312 applies a severe penalty if it is not channeled in addition to foregoing these bonuses. This penalty will wipe out (almost) all warding margin bonuses from charging and status conditions of the target. It will also severely reduce benefits from lore training, resulting in fewer damage cycles above the minimum and a lower stat bonus.
Damage Calculation
Damage done by fervent reproach is directly tied to the endroll. Damage boosts such as the channeling and charging work by adding to the effective endroll. Channeling adds up to 40, and charging up to 42 (6 seconds at 7 each), so that a 6s charge channelled in offensive with both hands empty and a 101 endroll will do the same damage as a cast, uncharged 183 endroll.
In the log below the endroll of 175 gives a warding margin of 75, 42 is added for charging and 40 for channeling for a total of 157. Multiply by 0.7, add 1 and round up to get the damage of 111 for the first cycle. For the second cycle multiply by 0.7, the third by 0.6 and subsequent cycles by 0.5. Here 111*0.7 ==77, 77*0.6=46, 46*0.5 = 23. If the lion had the hits and the caster could generate another cycle it would have been 23*0.5 = 11.
The cleric always gets 2 cycles. Additional cycles depend on religion lore and the endroll. Any cleric intending to make much use of 312 should train a minimum of 20 religion ranks for the extra cycles, which will almost always give 3, often 4 and sometimes 5 cycles. Once over 50 religion ranks the additional damage done by the extra cycles is small and it is always better to improve CS by spell training rather than cycles by lore training.
Messaging
You chant a reverent litany, clasping your hands while focusing upon the Fervent Reproach spell... A burning heat builds behind your eyes. Roundtime: 6 sec. Your spell is ready. You channel at a grizzled plains lion. Two radiant, violet globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a grizzled plains lion! CS: +128 - TD: +78 + CvA: +25 + d100: +100 == +175 Warding failed! The orbs squarely impact a grizzled plains lion, discharging the violet energy over her entire being for 111 points of damage! The violet energy pulses for an additional 77 points of damage ... ... 46 points of damage ... ... dissipating with a final discharge of 23 points of damage! The plains lion crumples to the ground and dies. Cast Roundtime 3 Seconds. Roundtime: 3 sec.
- Enhancive benefit
Tiny scintillas of crystal blue light spiral up from the krag yeti to form a pulsing sphere of erratic energy. The crystal blue sphere blinks out of existence for a fraction of a heartbeat, reappearing directly above you. The crystal blue sphere begins to move in an ever-increasingly fast circle above your head until it shatters into a shower of brilliant energy, which then seeps into your skin!