Tremors (909): Difference between revisions

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'''Tremors''' causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion). The strength of the initial tremor is randomly strong or weak, and the series of aftershocks progressively weaken in strength from the initial tremor. As an [[area of effect]] spell, everyone outside of the caster's group is subject to a warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their [[evade]] [[block]] [[parry]] (EBP)% by a base of 5% for 10 seconds. The targets' EBP% penalty can be increased with training in [[Elemental Lore, Earth]], as described in detail [[#Lore Benefits|below]]. [[Prone]] targets that would have failed the knock-down roll also receive said penalty.
'''Tremors''' causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion). The strength of the initial tremor is randomly strong or weak, and the series of aftershocks progressively weaken in strength from the initial tremor. As an [[area of effect]] spell, everyone outside of the caster's group is subject to a warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their [[evade]] [[block]] [[parry]] (EBP)% by a base of 5% for 10 seconds. The targets' EBP% penalty can be increased with training in [[Elemental Lore, Earth]], as described in detail [[#Lore Benefits|below]]. [[Prone]] targets that would have failed the knock-down roll also receive said penalty.


Tremors can also be self-cast by preparing and then [[EVOKE (verb)|evoking]] the spell. This will imbue the caster with 5 charges of Tremors, which can be increased with training in Elemental Lore, Earth. The caster can then {{boldmono|STOMP}} the ground, causing a single set of tremors at a cost of 5 mana and one charge (no aftershocks). (The caster can also {{boldmono|TAP}} with a runestaff or quarterstaff in hand or {{boldmono|POUND}} with a maul to trigger the tremors.) This version will be somewhat weaker on average than the initial shaking of the open cast version, but stronger than the aftershocks. The self-cast version of Tremors has a duration of 20 minutes + ([[Wizard Base]] ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.
Tremors can also be self-cast by preparing and then [[EVOKE (verb)|evoking]] the spell. This will imbue the caster with 5 charges of Tremors, which can be increased with training in Elemental Lore, Earth. The caster can then {{boldmono|STOMP}} the ground, causing a single set of tremors at a cost of 5 mana and one charge (no aftershocks). Mana cost per charge can be reduced by training in [[Elemental Mana Control]] (see [[#Mana Control Benefit|below]]). There is no round time for using such a charge. (The caster can also {{boldmono|TAP}} with a runestaff or quarterstaff in hand or {{boldmono|POUND}} with a maul to trigger the tremors.) This version will be somewhat weaker on average than the initial shaking of the open cast version, but stronger than the aftershocks. The self-cast version of Tremors has a duration of 20 minutes + ([[Wizard Base]] ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.


Although this spell looks similar to the [[Arcane]] spell [[Quake (1714)]], it does not affect adjacent rooms, and creatures do not receive [[roundtime]] when they fall.
Although this spell looks similar to the [[Arcane]] spell [[Quake (1714)]], it does not affect adjacent rooms, and creatures do not receive [[roundtime]] when they fall.

Revision as of 14:24, 28 May 2017

Tremors (909)
Mnemonic [TREMORS]
Duration Instantaneous
Attack Magic - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Interval {{{interval}}} 
State(s) Inflicted Prone
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Tremors causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion). The strength of the initial tremor is randomly strong or weak, and the series of aftershocks progressively weaken in strength from the initial tremor. As an area of effect spell, everyone outside of the caster's group is subject to a warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their evade block parry (EBP)% by a base of 5% for 10 seconds. The targets' EBP% penalty can be increased with training in Elemental Lore, Earth, as described in detail below. Prone targets that would have failed the knock-down roll also receive said penalty.

Tremors can also be self-cast by preparing and then evoking the spell. This will imbue the caster with 5 charges of Tremors, which can be increased with training in Elemental Lore, Earth. The caster can then STOMP the ground, causing a single set of tremors at a cost of 5 mana and one charge (no aftershocks). Mana cost per charge can be reduced by training in Elemental Mana Control (see below). There is no round time for using such a charge. (The caster can also TAP with a runestaff or quarterstaff in hand or POUND with a maul to trigger the tremors.) This version will be somewhat weaker on average than the initial shaking of the open cast version, but stronger than the aftershocks. The self-cast version of Tremors has a duration of 20 minutes + (Wizard Base ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.

Although this spell looks similar to the Arcane spell Quake (1714), it does not affect adjacent rooms, and creatures do not receive roundtime when they fall.

Usage

  • PREP 909 | CAST or INCANT 909 to cast the open cast version of the spell
  • PREP 909 | EVOKE to infuse a character with charges, which are later activated using:
Foot STOMP
Runestaff TAP
Heavy weapon?
(e.g. maul)
POUND
  • These activators differ only in flavor messaging and are used alone without a target (i.e., just TAP, not TAP RUNESTAFF)

Mana Control Benefit

Training in Elemental Mana Control reduces the mana cost of using a charge of the self-cast (evoke) version of the spell by one each at 75 ranks and 150 ranks.

Elemental Mana Control ranks 0 75 150
Self-cast charge activation mana cost 5 4 3

Lore Benefits

Training in Elemental Lore, Earth has two benefits:

EBP Penalty

Training in Earth Lore increases the target (EBP)% penalty from a base of 5 by seed 4 summation ÷ 2.

Elemental Lore, Earth ranks 0 9 22 39 60 85 114 147 184 225
Target EBP% penalty 5 6 7 8 9 10 11 12 13 14

Evoke Charges

Training in Earth Lore provides additional charges to the evoke version from a base of 5 at 20, 50, 90, 140, and 200 ranks.

Elemental Lore, Earth ranks 0 20 50 90 140 200
Self-cast charges 5 6 7 8 9 10

Messaging

Initial evoke:

Faint ripples in the floor form beneath you for a moment.

Prone creature affected by EBP effect:

Creature bounces along the {floor/ground} as the tremors shake.

Using the evoked version:

STOMP:

As you stomp your foot sharply, the dirt shakes wildly!The ground begins to shake violently, making it hard to stand.

TAP:

You tap your quarter staff on the dirt, unleashing a roiling wave of elemental power!The ground begins to shake violently, making it hard to stand.

POUND:

With a dramatic swing, you pound your vultite maul into the floor!The ground begins to shake violently, making it hard to stand.

Evade/block/Parry penalty applying to a prone target:

The ground begins to shake violently, making it hard to stand.A black bear bounces along the dirt as the tremors shake.The ground stops shaking as quickly as it started.

Evoke wearing off:

Faint ripples in the floor beneath you become apparent before quickly dissipating.

The evoke messaging varies slightly based on indoor and outdoor usage.

Alchemy Recipe

A jagged brown crystal
  1. Add crystalline solution
  2. Add 2 doses of boar tusk from great boars
  3. Add powdered clear topaz
  4. Boil
  5. Add coarse glittering earth
  6. Simmer
  7. Infuse
  8. Chant Tremors (909)

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