Earthen Fury (917): Difference between revisions
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'''Earthen Fury''' uses the SMRv2 to determine |
'''Earthen Fury''' uses the SMRv2 to determine its chance to hit, with Wizard Circle spell ranks determining the wizard's attack prowess. The spell is designed around being at least 1x trained in the Wizard circle, so less training than that will result in reduced effectiveness (Though it is still very useable depending on circumstances). Overtraining in the Wizard circle does increase the effectiveness of the spell. When the spell is cast, a critical cycle occurs, with more critical cycles occuring every 2 seconds for the next 10 seconds (A total of 6 cycles). When a cycle successfully hits, it will target the legs of the target IF the target can be knocked down and isn't currently knocked over. If the target can't be knocked or is already lying down, it will instead choose any body part. Each successive cycle does less base damage than the previous cycle, but can still do more damage due to bonuses gained from the target being injured, stunned, prone, etc. |
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This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room. This means that running away from the caster is a great defense against this spell. |
This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room. This means that running away from the caster is a great defense against this spell. |
Revision as of 05:41, 23 December 2016
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Earthen Fury uses the SMRv2 to determine its chance to hit, with Wizard Circle spell ranks determining the wizard's attack prowess. The spell is designed around being at least 1x trained in the Wizard circle, so less training than that will result in reduced effectiveness (Though it is still very useable depending on circumstances). Overtraining in the Wizard circle does increase the effectiveness of the spell. When the spell is cast, a critical cycle occurs, with more critical cycles occuring every 2 seconds for the next 10 seconds (A total of 6 cycles). When a cycle successfully hits, it will target the legs of the target IF the target can be knocked down and isn't currently knocked over. If the target can't be knocked or is already lying down, it will instead choose any body part. Each successive cycle does less base damage than the previous cycle, but can still do more damage due to bonuses gained from the target being injured, stunned, prone, etc.
This spell will follow its target through rooms, but will only actually attempt to injure the target if the caster is in the same room. This means that running away from the caster is a great defense against this spell.
Usage
- PREP 917 | CAST {element} <target>
- INCANT 917 {element}
- {element} can be either FIRE or COLD, but is optional. If it is not specified, then the lore that the caster has more ranks of (Fire or Water) will be used. If the caster has equal ranks of Fire and Water Lore, then the caster's attunement will be used. If the caster is not attuned to Fire or Water, the element is chosen randomly.
Lore Benefits
Bonus Critical
Bonus criticals are granted from either Elemental Lore, Fire (Fire version) or Elemental Lore, Water (Cold version). Training in the associated lore gives each successful critical cycle a (Lore Ranks / 5)% chance to do an immediate extra, more powerful, critical against the target. This bonus is not subject to rounding, so every single rank effects this chance.
Prone/Stun Immitation
Training in Elemental Lore, Earth gives cycles after the first a chance to gain a percentage of the bonus that the spell would normally gain from the target being prone or stunned. If the target is not stunned, the roll gains (100 * Elemental Lore, Earth Ranks / 202)% of the bonus that the target being stunned would normally grant. If the target is not prone, the roll gains (100 * Elemental Lore, Earth Ranks / 202)% of the bonus that the target being prone would normally grant. This means that Elemental Lore, Earth is particularly effective against targets that can't be stunned and/or can't be knocked down.
Messaging
- Spell application
The ground beneath a small cheese-filled rat begins to boil violently! (Fire) The ground beneath a small cheese-filled rat suddenly frosts and rumbles violently! (Cold) The ground beneath a small cheese-filled rat boils with renewed vigor! (Fire Refresh) The ground beneath a small cheese-filled rat rumbles with renewed vigor! (Cold Refresh)
- Spell wearing off.
The ground beneath a small cheese-filled rat suddenly calms.
- Fire critical.
[SMR result: 147 (Open d100: 32, Bonus: 48)] Fiery debris explodes from the ground beneath a small cheese-filled rat! ... 40 points of damage! The lower half of a small cheese-filled rat's right leg is almost completely burned away. The cheese-filled rat squeals loudly and falls to the ground while frantically gnawing at its wounded right hind leg.
- Impact critical.
[SMR result: 174 (Open d100: 39, Bonus: 69)] Craggy debris explodes from the ground beneath a small cheese-filled rat! ... 15 points of damage! Nice blow to chest! The cheese-filled rat is stunned! The ground beneath a small cheese-filled rat suddenly calms.
- Cold critical.
[SMR result: 230 (Open d100: 79, Bonus: 85)] The earth cracks beneath a small cheese-filled rat, releasing a column of frigid air! ... 50 points of damage! Blast to neck causes the cheese-filled rat to jerk with pain. Unfortunately that snaps the now frozen neck like an icicle!
- Puncture critical.
[SMR result: 159 (Open d100: 55, Bonus: 38)] Icy stalagmites burst from the ground beneath a small cheese-filled rat! ... 30 points of damage! Great shot penetrates thigh and shatters bone! It is knocked to the ground!
- Target not in same room as caster.
Heat rises from the ground near a small cheese-filled rat, causing a brief swelter. (Fire) An icy mist rises from the ground near a small cheese-filled rat as the ground rumbles. (Cold)