Limb Disruption (708): Difference between revisions

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| mnemonic = LIMBDISRUPT
| mnemonic = LIMBDISRUPT
| duration = Instantaneous
| duration = Instantaneous
| type = Attack ([[warding]])
| type = Attack
| subtype = [[Warding]]
| target = Single
| interval = One-shot
| navigation = {{Sorcerer base navigation}}
| navigation = {{Sorcerer base navigation}}
}}
}}

Revision as of 04:33, 17 July 2010

Limb Disruption (708)
Mnemonic [LIMBDISRUPT]
Duration Instantaneous
Attack Magic  
Subtype Warding 
Target(s) Single 
Interval One-shot 
Damage Type {{{dtype}}} 
State(s) Inflicted {{{status}}} 
Critical Type {{{ctype}}} 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

This spell targets a limb of the victim, attempting to make it explode. This spell is modified by training in Sorcerous Lore, Necromancy.

To Aim or Not to Aim

The AIM verb can be used to set preferences for a targeted limb when casting Limb Disruption. This is effective for casting the spell via CAST, INCANT, wands or scrolls. Only limbs are considered; an AIM setting of "abdomen" has no effect when casting this spell.

The sorcerer can alternately choose to specify a body part when casting. This will override any AIM setting. To target at a particular limb, the syntax is CAST <target> [right|left] [hand|arm|leg|etc.]. Be aware that using AIM to disrupt a limb that is already severed (or doesn't exist) will only waste mana.

2x Spell Aiming is required to cast the targeted version of this spell against a like-leveled target without a penalty to the sorcerer’s CS. Casting the targeted version of this spell against an opponent of higher level will always result in a CS penalty. Less spell aiming training also has steep CS penalties, resulting in difficulty casting the spell reliably upon like-leveled targets.

If a limb is not specified, the system will examine the caster's AIM setting. If the AIM is not set to a valid limb, then the system will randomly select from one of the remaining limbs of the victim. This includes hands, arms, and legs, or their equivalents depending on the creature.

Warding Roll Results

The damage done to the limb depends on the severity of the warding endroll. An endroll of 141 is required to cause the limb to explode. An endroll over 121 will cause the limb to break, causing a one or two round stun. An endroll under 121 will cause a level one wound on the limb in question, with no subsequent stun.

Necromancy Modifications

Training in Sorcerous Lore, Necromancy allows the sorcerer to animate the limbs that have exploded due to this spell. The chances of animation are based on the caster’s Necromancy ranks in relation to the target’s level. Preliminary research points to a cap of 25% animation chance against like-leveled targets. Only legs and arms (or their equivalents) will animate. Hands will never animate. Likewise, player limbs will never animate.

Animated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard roundtime. Animated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated. The limbs will last for a few rounds before decaying away, and they will randomly choose a new target each round.

External Links