Limb Disruption (708): Difference between revisions

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



== Casting The Spell ==
Untargeted, this spell 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). This spell can also be used to target a particular limb (for example, the right leg). Two lessons in spell aiming per level are required to cast the targeted version of this spell against a like-leveled opponent without a penalty to the sorcerer’s casting strength. Casting the targeted version of this spell against an opponent of higher level will always result in a casting strength penalty. Under-training in spell aiming has steep casting strength penalties, making anyone with less than the two lessons per level unlikely to be able to target reliably in their hunting grounds.
Untargeted, this spell 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). This spell can also be used to target a particular limb (for example, the right leg). Two lessons in spell aiming per level are required to cast the targeted version of this spell against a like-leveled opponent without a penalty to the sorcerer’s casting strength. Casting the targeted version of this spell against an opponent of higher level will always result in a casting strength penalty. Under-training in spell aiming has steep casting strength penalties, making anyone with less than the two lessons per level unlikely to be able to target reliably in their hunting grounds.


==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. A warding roll over 121 will cause the limb to break, causing a one to two round stun. A warding roll under 121 will cause a level one wound on the limb in question, with no subsequent stun.
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. A warding roll over 121 will cause the limb to break, causing a one to two round stun. A warding roll under 121 will cause a level one wound on the limb in question, with no subsequent stun.


==Sorcerous Lore, 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 opponents. Only legs and arms (or their equivalents) will animate. Hands will never animate. Likewise, player limbs will never animate.
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 opponents. Only legs and arms (or their equivalents) will animate. Hands will never animate. Likewise, player limbs will never animate.



Revision as of 11:08, 2 January 2006

Limb Disruption (708)
Mnemonic [LIMBDISRUPT]
Duration Instantaneous
Attack Magic  
Subtype {{{subtype}}} 
Target(s) {{{target}}} 
Interval {{{interval}}} 
Damage Type {{{dtype}}} 
State(s) Inflicted {{{status}}} 
Critical Type {{{ctype}}} 

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


Casting The Spell

Untargeted, this spell 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). This spell can also be used to target a particular limb (for example, the right leg). Two lessons in spell aiming per level are required to cast the targeted version of this spell against a like-leveled opponent without a penalty to the sorcerer’s casting strength. Casting the targeted version of this spell against an opponent of higher level will always result in a casting strength penalty. Under-training in spell aiming has steep casting strength penalties, making anyone with less than the two lessons per level unlikely to be able to target reliably in their hunting grounds.

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. A warding roll over 121 will cause the limb to break, causing a one to two round stun. A warding roll under 121 will cause a level one wound on the limb in question, with no subsequent stun.

Sorcerous Lore, 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 opponents. 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 round time. 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.