Telekinesis (1206): Difference between revisions
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Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6. |
Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6. |
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{{Usage-channel}} |
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*{{boldmono|MEDITATE TELEKINESES [6-10]}} to increase mana usage, which results in more powerful attacks. |
*{{boldmono|MEDITATE TELEKINESES [6-10]}} to increase mana usage, which results in more powerful attacks. |
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==Lore Benefits== |
==Lore Benefits== |
Revision as of 10:05, 10 September 2018
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Telekenesis will hurl a specified or random object at a target to inflict damage. If no object is specified, it will attempt to find a random object on the ground to throw at the target. If outside and no valid objects can be found, random environment objects can be used (rocks, sticks, etc.) If an object is specified (via cast <object>), it will throw that object at your current TARGET or select a random creature in the room. If the object is in your hand, it will be returned after the cast. As a bolt attack, it will use your Spell Aiming skill.
Telekinesis can be optionally fueled with extra mana for more powerful attacks. You may MEDITATE TELEKINESIS [6-10] to set if you want to use 6, 7, 8, 9, or 10 mana when cast. If not set, it will default to 6.
Usage
- PREP 1206 | CAST {target} or INCANT 1206 to cast this spell
- PREP 1206 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 1206 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 1206 to always channel this spell using INCANT 1206
- MEDITATE TELEKINESES [6-10] to increase mana usage, which results in more powerful attacks.
Lore Benefits
Training in Mental Lore, Manipulation increases the damage factor of the bolt.
Channel Damage
CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.
When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).
The roundtime imposed by channeling cannot be reduced by haste effects.
Custom Bolt Messaging
If you get custom bolt messaging with the spell, it will not be used if you specify an object when casting the spell. This way you can decide which to use.