Dark Catalyst (719): Difference between revisions

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| mnemonic = DARKCAT
| mnemonic = DARKCAT
| duration = Instantaneous
| duration = Instantaneous
| type = Attack
| type = Attack ([[warding]])
}}
}}


Using their own magic, the sorcerer causes the mana of the target to manifest into elemental energy, causing mana loss and massive damage. A successful cast will generally yield a small mana return to the caster, between one mana and fourteen mana. This spell is modified by training in [[Elemental Lore]], [[Elemental Mana Control]], and [[Spiritual Mana Control]]. This spell is also used to create animation crystals for the [[Animate Dead (730)]] spell.
Converts the [[mana]] of the target into elemental energy, causing mana loss and massive critical damage. A successful cast can yield mana return between 1 and 14 to the caster (heavily weighted towards lower amounts). The spell's power can be increased by training in [[Elemental Lore]]s, [[Elemental Mana Control]], and [[Spiritual Mana Control]].


=== Target Types ===


There are three types of targets when considering the efficiency of this spell.
== Target Categories ==
*Magical
For the purposes of this spell, there are three types of targets: non-magical, semi-magical, and magical. Non-magical targets are those with little or no mana (professions of warrior and rogue are both included under this). These targets will take very little damage from this spell. Semi-magical targets are those targets with mana that are not primarily spell casters (the professions of bard, ranger, and paladin are included in this). These targets will be seriously affected by the spell, but the damage done is directly proportional to the amount of mana catalyzed by the spell. Consequently, casts beyond the first one are unlikely to be particularly effective (as they will generally have lost most of their mana from the first cast). Magical targets are those that are primarily spell casters. These targets will suffer the most damage from the spell. Unlike semi-magical targets, subsequent casts will do similar amounts of damage regardless of the target’s mana level (there will be a slight reduction in damage as they lose mana, but it is hardly noticeable).
Targets with plenty of mana which are primarily spell casters (creatures and characters considered [[pure]]s). These targets will suffer the most damage from the spell, including subsequent casts.
*Semi-magical
Targets with some mana which are not primarily spell casters (creatures and characters considered [[semi]]s). Casts beyond the first are less effective and generally not worthwhile.
*Non-magical
Targets with little or no mana (creatures and characters considered [[square]]s). These targets will take very little damage from this spell, making poor targets.


== Damage ==
=== Damage Delivery ===
There are five total damage sources for each cast. One from fire, one from ice, one from impact, one from lightning, and then an initial “essence” damage that is minimal and has no critical wound. After the damage cycles are complete, the spell will return a small to moderate amount of mana to the caster. Training in [[Elemental Lore]] will increase the damage and severity of the critical wound for the corresponding element type. [[Elemental Lore, Air]] ranks will modify the lightning damage, and [[Elemental Lore, Earth]] ranks will modify the impact damage. Every rank aids in the damage, but diminishing returns come into play after ten ranks in any particular lore. The amount of mana returned and the damage done is modified by training in [[Elemental Mana Control]] and [[Spiritual Mana Control]].


If the target fails to ward off this spell, five individual strikes are unleashed upon the target. In order: essence (damage only, no crit), fire, ice, impact, and lightning. Training types of [[Elemental Lore]]s will increase the damage and severity of the critical strike for the corresponding element. A minimum of three ranks of a particular element is required, and diminishing returns begin at ten. The amount of mana returned and the damage done is modified by training in [[Elemental Mana Control]] and [[Spiritual Mana Control]].
While this spell does a hefty amount of health damage, be aware that its real power is in its critical wounds. As a heavy “crit” spell, it will routinely kill semi-magical and magical targets in one cast from wounds alone. However, this means that using it on noncorporeal creatures is generally less effective than, say, an offensively channeled disintegrate spell.


*Be aware the killing power of this magic lies in its critical damage. It will routinely kill semi-magical and magical targets in a single cast.
[[category:_Sorcerer Base Spells]]
*If the target dies before receiving all of the strikes, the spell will end immediately. This may also cut off having mana returned.
*Non-corporeal creatures do not crit thus making poor targets for this magic. However, you may [[phase]] them to increase their susceptibility.
*Creatures made of stone will receive up to 2 additional critical strikes shortly after the spell has resolved. This is due to stones weakness against the combination of heat and cold attacks.

[[category:Sorcerer Base Spells]]

Revision as of 05:26, 11 January 2006

Dark Catalyst (719)
Mnemonic [DARKCAT]
Duration Instantaneous
Type Attack (warding)


Converts the mana of the target into elemental energy, causing mana loss and massive critical damage. A successful cast can yield mana return between 1 and 14 to the caster (heavily weighted towards lower amounts). The spell's power can be increased by training in Elemental Lores, Elemental Mana Control, and Spiritual Mana Control.

Target Types

There are three types of targets when considering the efficiency of this spell.

  • Magical

Targets with plenty of mana which are primarily spell casters (creatures and characters considered pures). These targets will suffer the most damage from the spell, including subsequent casts.

  • Semi-magical

Targets with some mana which are not primarily spell casters (creatures and characters considered semis). Casts beyond the first are less effective and generally not worthwhile.

  • Non-magical

Targets with little or no mana (creatures and characters considered squares). These targets will take very little damage from this spell, making poor targets.

Damage Delivery

If the target fails to ward off this spell, five individual strikes are unleashed upon the target. In order: essence (damage only, no crit), fire, ice, impact, and lightning. Training types of Elemental Lores will increase the damage and severity of the critical strike for the corresponding element. A minimum of three ranks of a particular element is required, and diminishing returns begin at ten. The amount of mana returned and the damage done is modified by training in Elemental Mana Control and Spiritual Mana Control.

  • Be aware the killing power of this magic lies in its critical damage. It will routinely kill semi-magical and magical targets in a single cast.
  • If the target dies before receiving all of the strikes, the spell will end immediately. This may also cut off having mana returned.
  • Non-corporeal creatures do not crit thus making poor targets for this magic. However, you may phase them to increase their susceptibility.
  • Creatures made of stone will receive up to 2 additional critical strikes shortly after the spell has resolved. This is due to stones weakness against the combination of heat and cold attacks.