Moonbeam (611): Difference between revisions
(Added Summoning lore benefits to lore section and restructured slightly.) |
MOD-GSMOTTE (talk | contribs) m (Added an introduction to the article, added cold critical internal links and updated attack critical type in table (verified by GM Gyres), and other minor edits.) |
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|interval = Bolt version: special |
|interval = Bolt version: special |
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|dtype = Bolt version: [[Health]] |
|dtype = Bolt version: [[Health]] |
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|ctype = Nature |
|ctype = [[Cold_critical_table|Cold]] (Nature) |
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|status = [[Immobilized]] |
|status = [[Immobilized]] |
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|navigation = {{Ranger base navigation}} |
|navigation = {{Ranger base navigation}} |
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}} |
}} |
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__NOTOC__ |
__NOTOC__ |
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When casting Moonbeam, a [[ranger]] chooses to stop a target's movement for up to sixty seconds (SMRv2) or injure it with [[Cold_critical_table|cold]] nature damage with a beam of light (bolt). |
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;As a [[SMRv2|Maneuver]] |
;As a [[SMRv2|Maneuver]] |
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When {{boldmono|[[CAST]]}}, the |
When {{boldmono|[[CAST]]}}, the ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success. [[Ranger Base|Ranger]] spell ranks are the primary success factor for this version of the spell. |
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;As a [[Bolt]] |
;As a [[Bolt]] |
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When {{boldmono|[[EVOKE]]d}}, the |
When {{boldmono|[[EVOKE]]d}}, the ranger may also focus the beam into [[bolt]] spell attack, chilling the target with cold Nature damage. |
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Upon a successful hit, the bolt has a chance to flare with an [[SMRv2]] roll (same factors as the standard CAST version) to [[Immobilized (status)|immobilize]] the target for up to 6 seconds. If the target is [[disoriented]] by [[Sun Burst]], the flare chance is increased by 50%. |
Upon a successful hit, the bolt has a chance to flare with an [[SMRv2]] roll (same factors as the standard {{boldmono|CAST}} version) to [[Immobilized (status)|immobilize]] the target for up to 6 seconds. If the target is [[disoriented]] by [[Sun Burst]], the flare chance is increased by 50%. |
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On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in [[Spiritual Lore, Blessings]] will apply bonus immobilization cycles. |
On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in [[Spiritual Lore, Blessings]] will apply bonus immobilization cycles. |
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===[[Spiritual Lore, Summoning]]=== |
===[[Spiritual Lore, Summoning]]=== |
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Summoning lore ranks factor into the [[Immobilized (status)|immobilization]] flare chance of the [[bolt]] version as follows: |
Summoning lore ranks factor into the [[Immobilized (status)|immobilization]] flare chance of the [[bolt]] version as follows: |
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Summoning also increase the bolt version's [[damage factor]] (DF) according to the table below: |
Summoning also increase the bolt version's [[damage factor]] (DF) according to the table below: |
Revision as of 12:45, 24 January 2021
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When casting Moonbeam, a ranger chooses to stop a target's movement for up to sixty seconds (SMRv2) or injure it with cold nature damage with a beam of light (bolt).
- As a Maneuver
When CAST, the ranger calls down a pale beam of light to encase their target in a lucent beam, binding the target’s movements for up to 60 seconds based on success. Ranger spell ranks are the primary success factor for this version of the spell.
- As a Bolt
When EVOKEd, the ranger may also focus the beam into bolt spell attack, chilling the target with cold Nature damage.
Upon a successful hit, the bolt has a chance to flare with an SMRv2 roll (same factors as the standard CAST version) to immobilize the target for up to 6 seconds. If the target is disoriented by Sun Burst, the flare chance is increased by 50%.
On a successful flare, another instance of immobilization will automatically be applied 6 seconds later for a flat 4-second duration. Training in Spiritual Lore, Blessings will apply bonus immobilization cycles.
Usage
- PREP 611 | CAST {target} or INCANT 611 to cast this spell
- PREP 611 | EVOKE the bolt version of the spell.
- INCANT 611 EVOKE to evoke this spell once using INCANT
- INCANT SET EVOKE 611 to always evoke this spell using INCANT 611
Lore Benefits
Spiritual Lore, Summoning
Summoning lore ranks factor into the immobilization flare chance of the bolt version as follows:
SMRv2 immobilize flare % chance = (30 + (Summoning ranks / 2) +/- (level differential)^2)) |
Summoning also increase the bolt version's damage factor (DF) according to the table below:
Summoning
Lore RanksDamage Factor
Increase1 to 50 0.001 per rank 51 to 100 0.001 per two ranks 101 to 200 0.001 per four ranks
The total DF increase with 200 ranks SL, Summoning lore is 0.100.
Spiritual Lore, Blessings
For the bolt version of Moonbeam, training in Blessings will cause the 4-second immobilization effect from a successful Sun Burst disorient interaction to recur every 6 seconds at a rate of 1 bonus cycle per 30 ranks.
Bolt Spell 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 | |
Moonbeam | DF | .515 | .410 | .315 | .280 | .185 | ||||||||||||
AvD | 68 | 58 | 57 | 56 | 55 | 49 | 47 | 45 | 43 | 41 | 38 | 35 | 32 | 34 | 30 | 26 | 22 |
Messaging
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