Divine Fury (317): Difference between revisions
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'''Divine Fury''' is a [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target. It can be [[CHANNEL]]ed for additional damage. |
<section begin=description /><noinclude>'''Divine Fury''' is a</noinclude>includeonly>A</includeonly> [[warding]] spell for which a [[cleric]] calls upon their chosen deity to unleash severe damage upon the target.<section end=description /> It can be [[CHANNEL]]ed for additional damage. |
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Divine Fury deals [[health]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[#Lore Benefit|Spiritual Lore, Religion]], and finally a [[Holy critical|deity-dependent]] critical cycle based on the cleric's [[CONVERT]] status. |
Divine Fury deals [[health]] (HP) damage immediately, followed by a [[Plasma critical table|plasma]] critical cycle, then a chance for an additional plasma critical based upon training in [[#Lore Benefit|Spiritual Lore, Religion]], and finally a [[Holy critical|deity-dependent]] critical cycle based on the cleric's [[CONVERT]] status. |
Revision as of 13:04, 13 January 2023
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Divine Fury is aincludeonly>A</includeonly> warding spell for which a cleric calls upon their chosen deity to unleash severe damage upon the target. It can be CHANNELed for additional damage.
Divine Fury deals health (HP) damage immediately, followed by a plasma critical cycle, then a chance for an additional plasma critical based upon training in Spiritual Lore, Religion, and finally a deity-dependent critical cycle based on the cleric's CONVERT status.
Lore Benefit
Training in Spiritual Lore, Religion will provide a chance for an extra plasma critical cycle, which occurs after the base plasma critical cycle and before the deity-dependent critical cycle. The percent chance is (Spiritual Lore, Religion ranks / 1.5)%.
Spiritual Lore, Religion ranks 15 30 45 60 75 90 105 120 135 150 Chance for additional cycle of critical damage 10% 20% 30% 40% 50% 60% 70% 80% 90% 100%
- Not all thresholds shown.
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
Messaging
HP damage, base plasma critical, additional plasma critical, and deity-based disruption critical:
You gesture at a scaly hisskra champion. Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a scaly hisskra champion! CS: +527 - TD: +360 + CvA: -13 + d100: +83 == +237 Warding failed! The hisskra champion is cloaked in a blinding platinum light and assailed for 151 points of damage! ... 45 points of damage! Muscle and bone blasted to pieces by searing wave of energy! The champion's backsword falls to the ground. ... 75 points of damage! The hisskra champion's skeletal structure and muscle tissue reduced to fine ash! ... 30 points of damage! Bones shatter in the hisskra champion's shield arm.