Fire Spirit (111)
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Fire Spirit, if cast at a target successfully, summons a fiery ball that will explode on impact (similar to Major Fire) creating initial fire damage to the target as well as an additional fire critical as a result of the explosion. Once the fiery ball hits the target, the explosion can result in damage to other targets in the room, up to 8 targets (possibly more with Spiritual Lore, Summoning training).
For a ball spell, Spell Aiming is the most important skill for this spell. Multi Opponent Combat can increase the ability of the fiery ball to hit multiple targets in the room but is not required. The severity of the secondary splash critical is partly dependent on caster/target level difference.
If cast without a target, this spell will send a bright fiery ball into the sky, which can be seen by anyone standing outside. Do this only when standing outside or it will rebound on you!
Usage
- PREP 111 | CAST {target} or INCANT 111 to cast this spell
- PREP 111 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
- INCANT 111 CHANNEL to channel this spell once using INCANT
- INCANT SET CHANNEL 111 to always channel this spell using INCANT 111
- Fire Spirit may be open cast to send a bright ball of flame high up into the sky that can be seen by anyone standing outside in the local realm
Lore Benefits
Training in Spiritual Lore, Summoning provides two benefits:
Potential Splash Targets
The number of targets hit by a ball spell is determined by the following calculation using Spiritual Lore, Summoning and Multi Opponent Combat (MOC):
- Lore Skill Modifier = (1 + √8 * [Spiritual Lore, Summoning 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 Spiritual Lore, Summoning contributes to both of the values from which the smaller number is chosen.)
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Damage Factor Increase
Ranks in Spiritual Lore, Summoning will increase the spell's Damage Factor (DF) according to the table below.
Summoning Lore Ranks | |
0.001 per rank | |
0.001 per two ranks | |
0.001 per four ranks |
- Note: Damage factor truncates at three decimal places.
- E.g., with 126 ranks of SL: Summoning the DF increase is:
- (50 * 0.001) + (50/2 * 0.001) + trunc( 26/4) * 0.001) = 0.081 not 0.0815
Bolt Spell Table
Spell | AG | Cloth | Leather | Scale | Chain | Plate | ||||||||||||
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AsG | 1 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |
Fire Spirit | DF | .400 | .333 | .270 | .256 | .244 | ||||||||||||
AvD | 70 | 60 | 59 | 58 | 57 | 50 | 48 | 46 | 44 | 45 | 41 | 37 | 33 | 40 | 34 | 28 | 22 |
Channeled Bolt Spell
CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.
When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).
The roundtime imposed by channeling cannot be reduced by haste effects.
Messaging
Aimed Spell |
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You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell... Your spell is ready. You gesture at a giant marmot. You hurl a roaring ball of fire at a giant marmot! AS: +237 vs DS: +84 with AvD: +57 + d100 roll: +16 = +226 ... and hit for 94 points of damage! A large patch of flesh is seared off a giant marmot's back. The giant marmot is stunned! The roaring ball of fire strikes a giant marmot, blossoming into a much larger sphere of flame upon impact. ... 70 points of damage! Fire completely surrounds a giant marmot. Blood boils and heart stops. The giant marmot collapses to the ground, emits a final squeal, and dies. |
Open Cast |
This section has not been added yet; please add to it now! |
It is possible to customize the open cast flare: see Custom Fire Spirit.
Alchemy Recipes
A grooved ebony wand | |
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Eastern version | Western version |
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