Divine Fury (317)
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The Divine Fury spell allows a cleric to call upon her chosen deity to unleash severe damage upon the target.
Divine Fury deals hitpoint (HP) damage immediately, followed by a plasma critical cycle, then a deity-specific critical cycle based on the cleric's CONVERT status. Training in Spiritual Lore, Religion will provide a chance for a third cycle of deity-specific critical damage.
Lore Benefit
Training in Spiritual Lore, Religion will provide a chance for a third cycle of deity-specific critical damage. The percent chance is (Religion Lore skill - 70) ÷ 2.
Channel Damage
Channeling adds to the effective warding margin on a successful cast based on the caster's stance and number of open hands. Casters wielding two-handed weapons such as runestaves are considered to have one open hand (as long as they are not also holding another item).
STANCE OFF ADV FOR NEU GUA One Open Hand +20 +16 +12 +8 +4 Two Open Hands +40 +32 +24 +16 +8
Messaging
HP damage and plasma critical followed by additional puncture criticals:
You channel at a festering taint. Particles of dust and soot rise from the floor at your feet as you release a pulsating, platinum ripple of energy toward a festering taint! CS: +412 - TD: +339 + CvA: +25 + d100: +64 == +162 Warding failed! The festering taint is cloaked in a blinding platinum light and assailed for 101 points of damage! ... 35 points of damage! Immolating blast causes the festering taint's hand to explode. The festering taint stares blankly at its severed right hand. The festering taint is stunned! ... 20 points of damage! Strike to abdomen punctures stomach! ... 10 points of damage! Strike pierces upper arm! Cast Roundtime 3 Seconds. Roundtime: 3 sec.
Resources
- Cleric Base Spell Circle: Divine Fury, on Play.net