Balefire (713)

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Balefire (713)
Mnemonic [BALEFIRE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt (Ball type) 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Plasma + special 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Balefire is a powerful attack strength (AS)-based ball spell that hurls a flaming plasma ball at a target when cast.

A characteristic of all ball spells is their potential to strike multiple targets. The minimum number of targets affected by this spell is increased with training in the Multi-Opponent Combat (MOC) skill. However, due to MOCs high training point cost, sorcerers, particularly lower level ones, may find it impractical to train more than a few ranks in this skill. The maximum number of targets may also be increased by training in Sorcerous Lore, Demonology.

Proficiency with this spell is primarily based on the caster's Spell Aiming skill and Dexterity bonus. Other AS boosters such as Elemental Targeting (425), Spirit Strike (117), Curse (715) (Curse of the Star), Pure potions and societal AS boosters will also increase the caster's effectiveness.

Minor demons may also assist the caster by contributing damage to the initial target. This requires that the demon have two mana points stored. There is no guarantee that the demon will attack but the chances can be improved by increasing the caster's skill in Spiritual (SMC) and Elemental Mana Controls (EMC). If the demon acts it will lose two mana points. A demon's native valence will determine the damage type done.

Demon Damage Types

Minor demons can potentially add damage to the attack. The damage type done depends on the minor demon's native valence:

Mana Control Benefit

The chance that a demon will attack is equal to a combined 2% per seed 1 summation of skill bonus. Figure the summation bonus of SMC and EMC skill bonus separately and total the two values to determine the bonus. For example, with 160 SMC and 140 EMC skill the chance that a demon will attack is (2 * 17) + (2 * 16) = 66%. With 300 skill (200 ranks) in each mana control the attack chance is 96% [(2 × 24) + (2 × 24)] or simply (2 × 48).

This chart applies to training in either EMC or SMC Add the applicable values for each type to get the total chance when training both (as most do)
Mana Control ranks (one type) 1 2 3 5 6 8 9 12 14 17 21 25
Chance for demon attack 4% 8% 10% 12% 14% 16% 18% 20% 22% 24% 26% 28%
Mana Control ranks (one type) 30 38 53 71 90 110 131 153 176 200 225
Chance for demon attack 30% 32% 34% 36% 38% 40% 42% 44% 46% 48% 50%

Lore Benefits

Training in Sorcerous Lore, Demonology provides two benefits:

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Sorcerous Lore, Demonology and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Sorcerous Lore, Demonology Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Sorcerous Lore, Demonology contributes to both of the values from which the smaller number is chosen.)

Sorcerous Lore, Demonology ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Sorcerous Lore, Demonology ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22

Damage Factor Bonus

Demonology Lore increases the spell's damage factors (DF). This increase applies to the initial strike only.

Demonology Ranks
DF Bonus
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks

With 200 ranks the total DF increase is 0.100

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Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Balefire DF .435 .360 .325 .310 .295
AvD 65 55 54 53 52 45 43 41 39 38 34 30 26 30 24 18 12

Messaging

>incant 713
You trace an intricate sign that contorts in the air while forcefully invoking Balefire...
Your spell is ready.
You gesture at a hill troll.
You hurl a ball of greenish-black flame at a hill troll!
  AS: +344 vs DS: +132 with AvD: +45 + d100 roll: +58 = +315
   ... and hit for 90 points of damage!
   Intense blast causes the hill troll's carotid arteries to explode!
The hill troll falls to the ground and dies.
The deep blue glow leaves a hill troll.
The guiding force leaves you.
The ball of greenish-black flame strikes a hill troll, blossoming into a much
larger sphere of flame upon impact.

A burst of flame from your ball of greenish-black flame flies off and hits a hill troll.
   ... 50 points of damage!
   Whiplike blast of plasma creates a gaping hole in the hill troll's lower back!
   The hill troll is stunned!
Cast Roundtime 3 Seconds.
Demon Attack

This is typical demon messaging which will be seen just below the initial attack result in the combat display. The damage from this particular attack was from a vacuum critical hit.

A <demon name> shudders slightly as chaotic energy is drawn from its form and fused with the attack.
  (Your <demon name> loses 2 mana.)
  ... 40 points of damage!
Left arm explodes at the shoulder!

Additional Notes

  • Balefire does not set webs on fire.
  • Balefire will ignite the gas in The Bowels.
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