Limb Disruption (708)
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This spell targets a limb of the victim, attempting to make it explode. This spell is modified by training in Sorcerous Lore, Necromancy.
To Aim or Not to Aim
The AIM verb can be used to set preferences for a targeted limb when casting Limb Disruption. This is effective for casting the spell via CAST, INCANT, wands or scrolls. Only limbs are considered; an AIM setting of "abdomen" has no effect when casting this spell.
The sorcerer can alternately choose to specify a body part when casting. This will override any AIM setting. To target at a particular limb, the syntax is CAST <target> [right|left] [hand|arm|leg|etc.]. Be aware that using AIM to disrupt a limb that is already severed (or doesn't exist) will only waste mana.
2x Spell Aiming is required to cast the targeted version of this spell against a like-leveled target without a penalty to the sorcerer’s CS. Less spell aiming training also has steep CS penalties, resulting in difficulty casting the spell reliably upon like-leveled targets.
If a limb is not specified, the system will examine the caster's AIM setting. If the AIM is not set to a valid limb, then the system will randomly select from one of the remaining limbs of the victim. This includes hands, arms, and legs, or their equivalents depending on the creature.
Targeted CS Penalty Formula
Formula:
Note: The penalty caps at 100 CS with 0 SA ranks
- Example 1
- SA ranks: 5
- Target level: 23
- 100 - trunc[(100 * (5/46))] = 90 CS
- Example 2
- SA ranks: 140
- Target level: 75
- 100 - trunc[(100 * (140/150)] = 7 CS penalty
Warding Roll Results
The damage done to the limb depends on the severity of the warding endroll. An endroll of 141 is required to cause the limb to explode. An endroll over 121 will cause the limb to break, causing a one or two round stun. An endroll under 121 will cause a level one wound on the limb in question, with no subsequent stun.
Necromancy Modifications
Training in Sorcerous Lore, Necromancy allows the sorcerer to animate the limbs that have exploded due to this spell. Only legs and arms (or their equivalents) will animate. Hands will never animate. Likewise, player limbs will never animate.
When cast, there is a random 50% chance to determine if one should be able to animate a limb. If that check is successful, it takes a [d100 + ((50 * Necromancy ranks) / target's level)] and the result must be greater than 100 to animate. The ability of the limb to drag a target down is [((caster's level - target's level) * 6) + d150]. If that is greater than 100, it is successful. (Info provided by GM Estild.)
Animated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard roundtime. Animated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated. The limbs will last for a few rounds before decaying away, and they will randomly choose a new target each round.
A severed radical leg snaps suddenly, sending droplets of congealing blood in all directions. Its muscles convulse violently, as if with purpose, and it flings itself at a triton executioner, knocking him to the ground.
See also
- Sorcerer Base Spell Circle: Limb Disruption, on Play.net