Pestilence (716): Difference between revisions
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'''Pestilence''' may be cast as a reactive defensive spell, or as an offensive [[warding]] spell. In both cases the target is infected and follow-up [[Damage Over Time]] (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect [[undead]]. |
'''Pestilence''' may be cast as a reactive defensive spell, or as an offensive [[warding]] spell. In both cases the target is infected and follow-up [[Damage Over Time]] (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect [[undead]]. |
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If one is infected by Pestilence, [[Undisease (113)]] will remove the DoT effect. If a target has [[Disease Resistance (104)]] active, it will get a second chance to ward the spell. |
If one is infected by Pestilence, [[Undisease (113)]] will remove the DoT effect. If a target has [[Disease Resistance (104)]] active, it will get a second chance to ward the spell. |
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==Warding== |
==Warding== |
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The self-cast duration is 1200 seconds + 60 seconds per [[Sorcerer Base|Sorcerer spell]] rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed up to the caster's maximum and the time duration will stack if the spell is recast while still active. Training in [[Pestilence (716)#Lore_Benefits|Sorcerous Lore, Necromancy]] will increase the number of reactive charges and the chance for the miasma to fire on the attacker. The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage. |
The self-cast duration is 1200 seconds + 60 seconds per [[Sorcerer Base|Sorcerer spell]] rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed up to the caster's maximum and the time duration will stack if the spell is recast while still active. Training in [[Pestilence (716)#Lore_Benefits|Sorcerous Lore, Necromancy]] will increase the number of reactive charges and the chance for the miasma to fire on the attacker. The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage. |
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==Lore Benefits== |
==Lore Benefits== |
Revision as of 13:38, 22 September 2015
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Pestilence may be cast as a reactive defensive spell, or as an offensive warding spell. In both cases the target is infected and follow-up Damage Over Time (DoT) cycles occur. Due to sorcery being a hybrid of elemental and spiritual magic, the disease from either version can affect undead.
The DoT effect lasts for 1-10 rounds, determined by the warding margin ÷ 10. Each round triggers every 6 seconds and deals concussion damage based upon how many rounds the effect will last along with a weak disintegration critical. The former starts strong and gets weaker over time.
If one is infected by Pestilence, Undisease (113) will remove the DoT effect. If a target has Disease Resistance (104) active, it will get a second chance to ward the spell.
Usage
- PREP 716|CAST or INCANT 716 to use the self-cast version. Incanting with any hostile creature in the room will default to the warding version.
- PREP 716|CAST {target} or INCANT 716 to use the warding version.
- When Pestilence is cast at food, it will instantly spoil it.
Warding
In the warding version, Pestilence can be cast directly at a target to attempt to instantly infect it. When a warding is successful, the target will take immediate disease damage, along with additional DoT cycles.
Self-cast
In the self-cast version, the caster creates a sickly miasma around themselves and all subsequent attacks against the sorcerer have a chance to infect the attacker with a potentially deadly pestilence. With any attack on the caster, there is a base 25% chance that the miasma will react and fire on the attacker, using a hidden CS roll. If the hidden roll is successful, the attacker will take immediate disease damage (based on the disintegration critical table), along with additional disease DoT cycles.
The self-cast duration is 1200 seconds + 60 seconds per Sorcerer spell rank, with a base of 5 reactive flare charges. The spell will fade if all of the reactive charges are used up, but the charges will be refreshed up to the caster's maximum and the time duration will stack if the spell is recast while still active. Training in Sorcerous Lore, Necromancy will increase the number of reactive charges and the chance for the miasma to fire on the attacker. The reactive flare will not trigger if the target is already infected, but the spell can still be directly cast for the initial damage.
Lore Benefits
Training in Sorcerous Lore, Necromancy provides two benefits for the self-cast (reactive flare) version:
- It increases the chance for the reactive flare attack by 2 * seed 9 summation.
- It increases the number of reactive flares. The spell has a base of 5 charges, increasing by +1 per seed 9 summation of Sorcerous Lore, Necromancy. Once all charges are used up, the self-cast spell fades.
Messaging
- Initial cast
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence... Your spell is ready. You gesture. A cankerous ripple of vesicles temporarily disfigures your face and travels down your body, leaving a sickly green miasma as it disappears.
- Self-cast version ending
You exhale the last of a virulent green mist.
- Reactive flare effect (with follow-up damage cycles)
A lesser minotaur swings a curved silvery white greataxe at you! AS: +376 vs DS: +389 with AvD: +39 + d100 roll: +54 = +80 A clean miss. You exhale a virulent green mist toward a lesser minotaur, instantly infecting him. The lesser minotaur convulses violently! ... 25 points of damage! Groove etched into skin of chest and quickly fills with blood. The lesser minotaur is stunned! {The following cycles are damage over time} Boils rupture all over a lesser minotaur causing 16 points of damage! ... 10 points of damage! Blast creates interesting designs on torso, but little damage. A lesser minotaur's skin hardens into a black rot and begins to crumble causing 10 points of damage! ... 5 points of damage! Blast creates interesting designs on torso, but little damage. Pus-filled sores erupt on a lesser minotaur causing 8 points of damage! ... 5 points of damage! Patches of flesh removed from left hand. A lesser minotaur wails as painful boils form and erupt causing 8 points of damage! ... 10 points of damage! Unpleasant wound to right arm! A lesser minotaur wails as painful boils form and erupt causing 5 points of damage! ... 5 points of damage! Flesh painfully vaporized from side! A lesser minotaur begins hemorrhaging from multiple orifices causing 4 points of damage! ... 10 points of damage! Flesh painfully vaporized from side! A lesser minotaur begins hemorrhaging from multiple orifices causing 2 points of damage! ... 5 points of damage! Blast creates interesting designs on torso, but little damage. The virulent green mist surrounding a lesser minotaur disperses.
- CAST as a warding spell (with follow-up damage cycles)
You trace an intricate sign that contorts in the air while forcefully invoking Pestilence... Your spell is ready. You gesture at a krag dweller. CS: +414 - TD: +289 + CvA: +25 + d100: +99 == +249 Warding failed! You exhale a virulent green mist toward a krag dweller, instantly infecting it. The krag dweller convulses violently! ... 45 points of damage! Portions of eye socket turned to fine powder! How irritating! Cast Roundtime 3 Seconds. (Forcing stance down to guarded) {The following cycles are damage over time} A krag dweller's skin necrotizes and falls away as an indiscernible mass causing 17 points of damage! ... 5 points of damage! Flesh painfully vaporized from side! Pustules break out all over a krag dweller causing 18 points of damage! ... 10 points of damage! Eyebrow and eyelashes of left eye melted off. Trendy! A krag dweller's skin hardens into a black rot and begins to crumble causing 13 points of damage! ... 4 points of damage! Surface of left leg etched to little effect. The sickly green miasma around a krag dweller flares causing 12 points of damage! ... 5 points of damage! A small, but painful slice of neck vanishes! Pus-filled sores erupt on a krag dweller causing 14 points of damage! ... 5 points of damage! Surface of left leg etched to little effect. Boils rupture all over a krag dweller causing 10 points of damage! ... 10 points of damage! Flesh painfully vaporized from side! Boils rupture all over a krag dweller causing 7 points of damage! ... 10 points of damage! Poor strike removes hair from head, but little else. A krag dweller begins hemorrhaging from multiple orifices causing 6 points of damage! ... 5 points of damage! Surface of left leg etched to little effect. The sickly green miasma around a krag dweller flares causing 4 points of damage! ... 5 points of damage! Unpleasant wound to left arm! A krag dweller begins hemorrhaging from multiple orifices causing 2 points of damage! ... 2 points of damage! A small, but painful slice of neck vanishes! The virulent green mist surrounding a krag dweller disperses.