Balefire (713): Difference between revisions

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[[Category:Sorcerer Base Spells]]
[[Category:Sorcerer Base Spells]]
'''Balefire''' is a [[Plasma critical table|plasma]]-based [[Bolt|ball-type]] aimed spell. Like other aimed spells, Balefire uses the [[Spell Aiming]] skill, [[Dexterity]] bonus, and other magical factors 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 Factor]].

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 point]]s 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==
==Lores and Increased Damage==


==Spell Usage==
==Spell Usage==
* [[CAST (verb)|CAST]] or [[INCANT (verb)|INCANT]] this spell to hurl a powerful ball of flame ([[plasma critical table|plasma]]) at your target.
* [[CAST (verb)|CAST]] or [[INCANT (verb)|INCANT]] this spell to hurl a powerful greenish-black ball of flame ([[plasma critical table|plasma]]) at your target.
==Damage Factor Table==
==Damage Factor Table==
{{Boltspell table start}}
{{Boltspell table start}}
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Revision as of 18:17, 30 November 2011

Balefire (713)
Mnemonic [BALEFIRE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt (Ball type) 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Plasma + special 
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

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 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 Factor.

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

Spell Usage

  • CAST or INCANT this spell to hurl a powerful greenish-black ball of flame (plasma) at your target.

Damage Factor Table

Spell AG Cloth Leather Scale Chain Plate
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
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Successful Cast 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.

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See Also

External Links