Vertigo (1219): Difference between revisions

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The '''Vertigo''' spell allows the caster to attempt to put all non-grouped characters and creatures in the caster's room into vertigo. This will give the target up to 60 seconds of [[roundtime]] spread out over a maximum of 150 seconds, with the possibility of two knockdowns.
The '''Vertigo''' spell allows the caster to attempt to put all non-grouped characters and creatures in the caster's room into vertigo. This will give the target up to 60 seconds of [[roundtime]] spread out over a maximum of 150 seconds, with the possibility of two knockdowns.

The base warding thresholds for increased effects are as follows:
* 120 - 6 rounds of dizziness
* 70 - 5 rounds
* 20 - 4 rounds
* < 20 - 3 rounds

Each tier also increases the potency. With the 6 round effect immediately causing 20 seconds of roundtime which scales down on subsequent rounds. There are 25 seconds between rounds.

Training in [[Mental Lore, Transference]] decreases the warding margins required for higher tiered effects at a seed 6 summation, with a 2x multiplier. 50 ranks would decrease the warding needed by 11, 100 ranks would decrease it by 19.

If a player is affected by your vertigo, you may cast [[Mental Dispel]] to immediately remove the effects.


==Messaging==
==Messaging==
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The world returns to its normal, seemingly motionless state.<br>
The world returns to its normal, seemingly motionless state.<br>
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==See Also==
*[[Minor_Mental_(saved_posts)#Lore_Benefits_.28Various.29_4.2F2016|Various Minor Mental lore benefits (saved posts)]]


== External Links ==
== External Links ==

Revision as of 13:40, 19 April 2016

Vertigo (1219)
Mnemonic [VERTIGO]
Duration Variable, max 150 sec
Attack Magic - Disabling  
Subtype Warding 
Target(s) Mass 
Interval One-shot 
State(s) Inflicted Vertigo
Possible knockdown
Minor Mental Spells
Soothing Word (1201) Utility
Iron Skin (1202) Defensive
Powersink (1203) Attack
Foresight (1204) Defensive
Glamour (1205) Utility
Telekinesis (1206) Attack
Force Projection (1207) Attack
Mindward (1208) Defensive
Dragonclaw (1209) Offensive
Thought Lash (1210) Attack
Confusion (1211) Attack
Shroud of Deception (1212) Utility
Mind over Body (1213) Utility
Brace (1214) Defensive
Blink (1215) Defensive
Focus Barrier (1216) Defensive
Vision (1217) Utility
Mental Dispel (1218) Utility
Vertigo (1219) Attack
Premonition (1220) Defensive
Mindwipe (1225) Attack
Provoke (1235) Utility

The Vertigo spell allows the caster to attempt to put all non-grouped characters and creatures in the caster's room into vertigo. This will give the target up to 60 seconds of roundtime spread out over a maximum of 150 seconds, with the possibility of two knockdowns.

The base warding thresholds for increased effects are as follows:

  • 120 - 6 rounds of dizziness
  • 70 - 5 rounds
  • 20 - 4 rounds
  • < 20 - 3 rounds

Each tier also increases the potency. With the 6 round effect immediately causing 20 seconds of roundtime which scales down on subsequent rounds. There are 25 seconds between rounds.

Training in Mental Lore, Transference decreases the warding margins required for higher tiered effects at a seed 6 summation, with a 2x multiplier. 50 ranks would decrease the warding needed by 11, 100 ranks would decrease it by 19.

If a player is affected by your vertigo, you may cast Mental Dispel to immediately remove the effects.

Messaging

Oscuro appears to focus inward as he raises a hand and murmurs quietly...
>
Oscuro gestures.
A black ball full of pinpoints of light quickly forms before Oscuro. When the ball grows so large that he can barely control it, he unleashes the dark cloud before him and it instantaneously spreads throughout the entire room!

The starry void envelops you!
 CS: +380 - TD: +225 + CvA: +14 + d100: +10 - +20 == +159
 Warding failed!
You are pulled against your will into the void! The world around you instantly disappears! An open expanse of black broken by tiny pinpoints of light surrounds you as you tumble about in empty space. Amorphous nebulae of pink, blue, purple and green swirl passed as you writhe around with nothing to hold onto. Finally, after what seems like an eternity, you are yanked back to the familiar world of Elanthia. Apparently, no time has elapsed since your departure as you find yourself staring at the scene you left earlier. The only souvenirs from your journey are a sick feeling in your stomach and a powerful sense of vertigo.
>
The floor suddenly shifts underneath you!
You fall flat on the floor!
Roundtime: 12 sec.
PR>sta
You stand back up.
Roundtime: 10 sec.
R>
The world spins around you at an odd downward angle.
Roundtime: 10 sec.
>
Everything you look at is slightly out of focus.
Roundtime: 5 sec.
R>
Everything around you seems to be spinning very slowly.
>
The world returns to its normal, seemingly motionless state.

See Also

External Links