Cone of Elements (518)
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Cone of Elements (Cone) causes a bolt of elemental energy to arc to a large number of enemies in the room, multi-casting a variety or any one of eight bolt spells based on the caster's attunement or Elemental Lore training on multiple targets. When CAST normally, Cone will ignore other player characters (PCs) in the room. When EVOKEd, Cone will cast a group-friendly version against more potential targets, including hidden and invisible ones, which will become visible upon a successful hit. The caster's Elemental Mana Control skill will determine how many targets are hit depending on how the spell is activated.
Being attuned to a specific element will automatically cast the respective bolt specified below. If the caster has no attunement set, or if the caster is attuned to "random," it will randomly choose between fire, cold, earth, air, or lightning damage. There is also the option to specify the type of element if the caster meets the lore requirements for that element (e.g. EVOKE COLD, CAST FIRE).
Base elemental effects are achieved by casting area of effect (AoE) versions of the following spells:
Attunement | Default Cone of Elements Bolt |
---|---|
Air | Vacuum Bolt† |
Earth | Hurl Boulder (510) |
Fire | Minor Fire (906) |
Lightning | Major Shock (910) |
Water | Minor Cold (1709) |
† A unique vacuum based bolt is used for air. This bolt uses the same damage table (damage factors and AvDs) as Hurl Boulder (510).
Additional spells will be used as specified in the Lore Benefits section below.
Usage
- PREP 518 | CAST ({element}) or INCANT 518 ({element}) to cast the PC-friendly version of the spell. For INCANT, a target must be visible in the room. Ability to specify the element is based on Elemental Lore training
- PREP 518 | EVOKE {target} ({element}) to cast the group-friendly version of the spell. Ability to specify the element is based on Elemental Lore training
- PREP 518 | CHANNEL {target} to channel PC-friendly version of the spell
- INCANT 518 OPEN to open cast this spell once using INCANT (when a target is not visible)
- INCANT 518 EVOKE to evoke this spell once using INCANT
- INCANT SET OPEN 518 to always open cast this spell using INCANT 518 ({element})
- INCANT SET EVOKE 518 to always evoke this spell using INCANT 518 ({element})
- INCANT SET CHANNEL 518 to always channel this spell using INCANT 518 ({element})
- Setting both evoke and channel will CHANNEL EVOKE this spell, but the element must still be specified if other than attunement is desired
Mana Control Benefit
Training in Elemental Mana Control (EMC) will increase the number of targets hit.
- CAST version (player friendly)
- EVOKE version (group friendly)
Elemental Mana Control ranks | 0 | 10 | 17 | 24 | 50 | 100 | 125 | 150 | 200 | 250 |
---|---|---|---|---|---|---|---|---|---|---|
Total # of targets CAST/INCANT | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 |
Total # of targets EVOKE | 5 | 6 | 6 | 7 | 8 | 9 | 9 | 10 | 11 | 12 |
Lore Benefits
Element Specified | Spell Base | No. of Ranks | Lore(s) |
---|---|---|---|
Fire* | Minor Fire (906) | 20 | EL:Fire |
Cold* | Minor Cold (1709) | 20 | EL:Water |
Earth* | Hurl Boulder (510) | 20 | EL:Earth |
Air* | N/A See Hurl Boulder (510) for DF and AvD info |
20 | EL:Air |
Lightning* | Major Shock (910) | 10 10 |
EL:Air EL:Water |
Acid | Minor Acid (904) | 10 10 |
EL:Earth EL:Water |
Steam | Minor Steam (1707) | 10 10 |
EL:Fire EL:Water |
Water+ | Minor Water (903) | 20 | EL:Water |
* Lore requirement negated with attunement. + While it may make little sense that "cold" (ice) is the default element for Elemental Lore, Water, and not water, that is just how it works. Element names in chart match what should be specified when the spell is cast or evoked. |
Bolt Element Specification
By having specific combinations of lore training, it is possible to unlock the use of AoE versions of the following options:
- Specifying any of the five base elements (fire, cold, earth, lightning, air) requires 20 ranks of the appropriate lore (see table to the right for full details). Being attuned to the element will negate this requirement.
- Minor Acid (904), requires 10 ranks of Elemental Lore, Earth and 10 ranks of Elemental Lore, Water. Used via CAST/EVOKE ACID.
- Minor Steam (1707), requires 10 ranks of Elemental Lore, Fire and 10 ranks of Elemental Lore, Water. Used via CAST/EVOKE STEAM.
- Minor Water (903), requires 20 ranks of Elemental Lore, Water. Used via CAST/EVOKE WATER.
Increased Damage Factors and Additional Lore Benefits
Cone of Elements use of specific spells includes their respective damage factor increases and additional bonus effects based on lore training. Please see the appropriate spell pages (as listed above) for more information on any given variant.
Channel Damage
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
- Fire specification
>evoke fire You gesture. You hurl a stream of fire at a bandit! AS: +336 vs DS: +316 with AvD: +55 + d100 roll: +36 = +111 ... and hit for 23 points of damage! Burst of flames char abdomen a crispy black. The bandit is stunned! The bandit falls out of hiding as a result of the attack! You hurl a stream of fire at a bandit! AS: +336 vs DS: +304 with AvD: +55 + d100 roll: +80 = +167 ... and hit for 71 points of damage! Extreme heat causes a bandit's right leg to expand and snap. That must hurt! The bandit is knocked to the ground! The bandit is stunned! The bandit falls out of hiding as a result of the attack! You hurl a stream of fire at a bandit! AS: +336 vs DS: +316 with AvD: +55 + d100 roll: +95 = +170 ... and hit for 63 points of damage! Flames incinerate left arm to the bone. Not a pleasant sight. The bandit is stunned! The bandit falls out of hiding as a result of the attack! Cast Roundtime 3 Seconds.
- Air specification (vacuum bolt)
>incant 518 airYou intone a phrase of elemental power while raising your hands, invoking Cone of Elements... Your spell is ready. You gesture. You unleash a compact swirling vortex at a hill troll! AS: +246 vs DS: +132 with AvD: +40 + d100 roll: +59 = +213 ... and hit for 85 points of damage! Chest expands and ribs snap, piercing lungs! The hill troll is stunned! You unleash a compact swirling vortex at a hill troll! AS: +246 vs DS: +150 with AvD: +40 + d100 roll: +40 = +176 ... and hit for 66 points of damage! Bones in left arm shatter violently leaving behind a bloody stump! The troll's wooden shield falls to the ground. The hill troll is stunned! Cast Roundtime 3 Seconds.
- Air specification (Lightning Attuned)
You intone a phrase of elemental power while raising your hands, invoking Cone of Elements... Your spell is ready. You gesture. You hurl a powerful lightning bolt at an Ithzir scout! AS: +462 vs DS: +299 with AvD: +41 + d100 roll: +66 = +270 ... and hit for 115 points of damage! Arcing bolt of electricity galvanizes left arm to elbow. Won't be using it for awhile. The scout's grey shield falls to the ground. You hurl a powerful lightning bolt at an Ithzir scout! AS: +462 vs DS: +266 with AvD: +41 + d100 roll: +95 = +332 ... and hit for 145 points of damage! Arcing bolt of electricity galvanizes left arm to elbow. Won't be using it for awhile. The scout's grey shield falls to the ground. The Ithzir scout falls to the ground in a crumpled heap. Cast Roundtime 3 Seconds. (Continued Damage in conjunction with Minor Water (903)) Tiny arcs of lightning dance across an Ithzir adept's skin! ... 10 points of damage! Heavy spark to chest. Bet that hurts.