Balefire (713)
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Balefire is a plasma-based ball-type aimed spell. Like other aimed spells, Balefire uses the Spell Aiming skill, Dexterity bonus, and other magical factors, such as Elemental Targeting (425) and Curse (715) (Curse of the Star), to calculate Attack Strength. A successful hit has the potential to injure multiple targets. Multi-Opponent Combat skill will increase the minimum number of targets struck. Sorcerous Lore, Demonology skill will increase the maximum number of targets struck as well as increase the spell's Damage Factors.
In addition, if the caster has a minor demon present, the demon can (involuntarily) contribute damage to the initial target of the spell. The chance that the demon will do so is improved with the caster's skill in Spiritual Mana Control and Elemental Mana Control. If the demon contributes damage, it will lose two mana points in doing so. The demon can only contribute damage if it has at least two mana points stored. The type of damage done by the demon depends on its native valence.
Lores and Increased Damage
Training in Sorcerous Lore, Demonology increases the spell's damage factors (DF).
Demonology Ranks | |
---|---|
0.001 per rank | |
0.001 per two ranks | |
0.001 per four ranks |
With 200 ranks the total DF increase is 0.100
Demon Damage Types
The type of damage done will depend on the demon's native valence:
- Grik'tyr: randomly either disintegration or crushing damage.
- Shien'tyr: randomly either vacuum or unbalancing damage.
- Lorae'tyr: randomly either steam or disruption damage.
Spell Usage
Damage Factor 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 | |
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 |
Spell 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.
See Also
External Links
- Sorcerer Base Spell Circle: Nightmare, on Play.net