Bolt spell: Difference between revisions

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A bolt spell is any attack spell that is based on the caster's [[Spell Aiming]] skill. These spells benefit from a more offensive stance, but only result in a three (3) second [[cast roundtime]], rather than a true three (3) second [[roundtime]]. There are two types of bolt spells: true bolt spells and ball spells.
A bolt spell is any attack spell that is based on the caster's [[Spell Aiming]] skill. These spells benefit from a more offensive stance, but only result in a three (3) second [[cast roundtime]], rather than a true three (3) second [[roundtime]] (RT). There are two types of bolt spells: true bolt spells and ball spells. Bolt spells may be [[CHANNEL]]ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]]. The 3 second hard RT imposed by CHANNELing cannot be mitigated by any haste effect.


==Lore Ranks and Damage Factor Bonus==
==Lore Ranks and Damage Factor Bonuses==


The [[Damage Factor]]s for many of the bolt spells can be increased by training in the appropriate lore skill. The amount of this bonus is based on the number or ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100.
The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100.


*[[Fire Spirit (111)]]
*[[Fire Spirit (111)]]
*[[Web (118)]]
*[[Holy Bolt (306)]] ([[Undead]] only)
*[[Hand of Tonis (505)]]
*[[Hurl Boulder (510)]]
*[[Hurl Boulder (510)]]
*[[Disintegrate (705)]]
*[[Balefire (713)]]
*[[Balefire (713)]]
*[[Minor Water (903)]]
*[[Minor Water (903)]]
Line 13: Line 17:
*[[Major Fire (908)]]
*[[Major Fire (908)]]
*[[Empathic Assault (1110)]]
*[[Empathic Assault (1110)]]
*[[Telekinesis (1206)]]
*[[Minor Cold (1709)]]


For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.
For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.


*[[Minor Shock (901)]]
*[[Minor Shock (901)]]
*[[Minor Acid (904)]]
*[[Major Shock (910)]]
*[[Major Shock (910)]]
*[[Cone of Lightning (518)]]
*[[Minor Steam (1707)]]
*[[Major Acid (1710)]]


==Ball Spells==
Since there is a minimum requirement of 20 ranks of EL:Air for the bolt version of [[Hand of Tonis (505)]], they are excluded from the DF bonus. Therefore the DF bonus is 0.001 per rank for ranks 21 to 70, 0.001 per two ranks for ranks 71 to 120 and 0.001 per four ranks for ranks greater than 120.


Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact.
== Ball Spells ==


There are four steps to determine the number of targets struck by a ball spell.
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact. Two rolls determine how many creatures you hit, and there is a skill that influences each of the two rolls.
*The first roll determines how many creatures it is possible to splash and is influenced by a different lore depending on the spell:
**[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]
**[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]
**[[Elemental Lore, Water]] for [[Major Cold (907)]]
**[[Elemental Lore, Fire]] for [[Major Fire (908)]]


;Step 1
Note: [[Major Acid (1710)]] has no influencing lore.


A random number <code>X</code> is generated between 0 and 8, with lower numbers more likely to be chosen.
* The second roll determines how many creatures are actually splashed, with the first roll determining the maximum of the second. The appropriate Lore skill increases the maximum for the first roll, while [[Multi Opponent Combat|Multi Opponent Combat (MOC)]] increases the result for the second roll.


;Step 2
The normal--no additional training ranks in either Lore or MOC--base range of results is 0-8. The roll is weighted in favor of the lower end numbers. The second roll is then 0 to <the results of that first roll>.


Based on the caster's ranks in the appropriate Lore, a bonus is added to the initial <code>X</code> value (see table below).
For example, assume you have trained enough in [[Elemental Lore, Fire]] to increase the maximum possible number of creatures splashed with Major Fire by five, and have trained six times in MOC.
* With twenty creatures in the room, your first roll can be between zero and thirteen (base of 0-8 plus 5 for Lore skill, or 0-13); you cannot possibly hit creatures numbered fourteen through twenty.
:[Note that at this step it is ''always'' actually a 0-8 die roll; the '''full''' Lore benefit is simply added.]
::1) The result rolled is a ten, meaning you ''can'' hit up to ten creatures.
*The next roll can be anything between zero and ten.
::2) A one is rolled, but your six ranks of MOC result in splash damage to seven creatures.


The skills taken into account are:
On the other hand, when facing a smaller group ''all'' of your Lore skill benefits are still applicable: if there are only 7 creatures in the room and your Lore skill gives you the possibility of +15 targets, your first die roll will be 0-23 [base of 0-8 + 15 from Lore skill]. This makes it ''very'' likely that you will actually splash all seven targets most of the time, even if you have no MOC in this instance.
*[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]
*[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]
*[[Elemental Lore, Water]] for [[Major Cold (907)]]
*[[Elemental Lore, Fire]] for [[Major Fire (908)]]
*[[Elemental Lore, Earth]] for [[Major Acid (1710)]] (Water lore will ''not'' work for Major Acid.)


:{| class="wikitable" style="text-align:center;"
'''It should also be noted that the first roll takes precedence, such that if your maximum possible number of creatures hit is two, you will not hit more than two, regardless of MOC training.'''
|+ '''Lore rank thresholds/Potential targets'''
:"A lousy die roll... is a lousy die roll."
|-
!style="text-align:right;"|Lore ranks||1||2||4||7||11||16||22||29||37||46||56
|-
|style="text-align:right;"|Potential targets||1||2||3||4||5||6||7||8||9||10||11
|-
|colspan="12"|
|-
!style="text-align:right;"|Lore ranks||67||79||92||106||121||137||154||172||191||211||232
|-
|style="text-align:right;"|Potential targets||12||13||14||15||16||17||18||19||20||21||22
|}


The exact bonus from lore is <code>BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2</code>.

;Step 3

Another random number <code>Y</code> is generated between 0 and <code>(X + BONUS)</code>.

;Step 4

The caster's training in [[Multi-Opponent Combat]] (MOC) is added to <code>Y</code>.

The final number of targets struck by the splash effect is the smaller of <code>(X + BONUS)</code> and <code>(Y + MOC Ranks)</code>


-----
-----
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For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: ''water balloons''. The appropriate Lore skill determines what ''size'' water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)
For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: ''water balloons''. The appropriate Lore skill determines what ''size'' water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)


==References==
==Damage Factors==
*'''Bold''' indicates highest value, [[Minor Shock (901)]] has lowest DF value against all armor types
*[[Ball spells (saved post)]]
*'''V''' indicates varies with associated spell cast
*[[Lore chart]]

== Damage Factors ==
'''Bold''' indicates highest value, ''italics'' lowest value


{|class="wikitable sortable" {{prettytable}}
{|class="wikitable sortable" {{prettytable}}
!Spell
!Spell
!Mana Cost
!Robes
!Robes
!Soft Leather
!Soft Leather
Line 71: Line 96:
|- align=center
|- align=center
|[[Fire Spirit (111)]]
|[[Fire Spirit (111)]]
|11
|0.400
|0.400
|0.333
|0.333
Line 77: Line 103:
|0.244
|0.244
|'''Yes'''
|'''Yes'''
|'''Yes''' (Summoning)
|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]])
|- align=center
|- align=center
|[[Web (118)]]
|[[Web (118)]]
|9
|0.520
|0.520
|0.420
|0.420
Line 86: Line 113:
|0.210
|0.210
|No
|No
|'''Yes''' ([[Spiritual Lore, Summoning|Summoning]])
|No
|- align=center
|- align=center
|[[Holy Bolt (306)]](L)*
|[[Holy Bolt (306)]](L)*
|6
|0.455
|0.455
|0.345
|0.345
Line 98: Line 126:
|- align=center
|- align=center
|[[Holy Bolt (306)]](U)*
|[[Holy Bolt (306)]](U)*
|6
|'''0.750
|'''0.750
|0.500
|0.500
Line 104: Line 133:
|0.265
|0.265
|No
|No
|'''Yes''' ([[Spiritual Lore, Religion|Religion]])
|No
|- align=center
|- align=center
|[[Hand of Tonis (505)]]
|[[Hand of Tonis (505)]]
| 0.520
|5
| 0.420
|0.520
| 0.330
|0.420
| 0.300
|0.330
| 0.210
|0.300
|0.210
|No
|No
|'''Yes''' (Air)
|'''Yes''' ([[Elemental Lore, Air|Air]])
|- align=center
|- align=center
|[[Hurl Boulder (510)]]
|[[Hurl Boulder (510)]]
|10
|0.710
|0.710
|0.520
|0.520
Line 122: Line 153:
|'''0.440
|'''0.440
|No
|No
|'''Yes''' (Earth)
|'''Yes''' ([[Elemental Lore, Earth|Earth]])
|- align=center
|- align=center
|[[Cone of Lightning (518)]]
|[[Cone of Elements (518)]]
|18
|'''0.750
|V
|'''0.555
|0.434
|V
|0.415
|V
|0.433
|V
|V
|V
|'''Yes''' (special)
|- align=center
|[[Disintegrate (705)]]
|5
|0.525
|0.383
|0.314
|0.350
|0.197
|No
|No
|'''Yes''' (Air and/or Water)
|'''Yes''' ([[Sorcerous Lore, Necromancy|Necromancy]])
|- align=center
|- align=center
|[[Balefire (713)]]
|[[Balefire (713)]]
|13
|0.435
|0.435
|0.360
|0.360
Line 140: Line 183:
|0.295
|0.295
|'''Yes'''
|'''Yes'''
|'''Yes''' (Demonology)
|'''Yes''' ([[Sorcerous Lore, Demonology|Demonology]])
|- align=center
|- align=center
|[[Minor Shock (901)]]
|[[Minor Shock (901)]]
|''0.150
|1
|''0.133
|0.149
|''0.111
|0.133
|''0.122
|0.111
|''0.128
|0.122
|0.128
|No
|No
|'''Yes''' (Air and/or Water)
|'''Yes''' ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|- align=center
|[[Minor Water (903)]]
|[[Minor Water (903)]]
|3
|0.455
|0.455
|0.345
|0.345
Line 161: Line 206:
|- align=center
|- align=center
|[[Minor Acid (904)]]
|[[Minor Acid (904)]]
|4
|0.525
|0.525
|0.383
|0.383
Line 167: Line 213:
|0.197
|0.197
|No
|No
|'''Yes''' ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])
|No
|- align=center
|- align=center
|[[Minor Fire (906)]]
|[[Minor Fire (906)]]
|6
|0.667
|0.667
|0.455
|0.455
Line 176: Line 223:
|0.303
|0.303
|No
|No
|'''Yes''' (Fire)
|'''Yes''' ([[Elemental Lore, Fire|Fire]])
|- align=center
|- align=center
|[[Major Cold (907)]]
|[[Major Cold (907)]]
|7
|0.445
|0.445
|0.350
|0.350
Line 185: Line 233:
|0.208
|0.208
|'''Yes'''
|'''Yes'''
|'''Yes''' (Water)
|'''Yes''' ([[Elemental Lore, Water|Water]])
|- align=center
|- align=center
|[[Major Fire (908)]]
|[[Major Fire (908)]]
|8
|0.400
|0.400
|0.333
|0.333
Line 194: Line 243:
|0.244
|0.244
|'''Yes'''
|'''Yes'''
|'''Yes''' (Fire)
|'''Yes''' ([[Elemental Lore, Fire|Fire]])
|- align=center
|- align=center
|[[Major Shock (910)]]
|[[Major Shock (910)]]
|10
|'''0.750
|'''0.750
|'''0.555
|'''0.555
Line 203: Line 253:
|0.433
|0.433
|No
|No
|'''Yes''' (Air and/or Water)
|'''Yes''' ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])
|- align=center
|- align=center
|[[Empathic Assault (1110)]]
|[[Empathic Assault (1110)]]
|10
|0.680
|0.680
|0.490
|0.490
Line 212: Line 263:
|0.205
|0.205
|No
|No
|'''Yes''' (Transformation)
|'''Yes''' ([[Mental Lore, Transformation|Transformation]])
|- align=center
|- align=center
|[[Minor Steam (1707)]]
|[[Minor Steam (1707)]]
|4
|0.600
|0.600
|0.550
|0.550
|0.383
|0.385
|0.333
|0.333
|0.267
|0.267
|No
|No
|'''Yes''' ([[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]])
|No
|- align=center
|- align=center
|[[Minor Cold (1709)]]
|[[Minor Cold (1709)]] **
|3
|0.667
|0.667
|0.460
|0.460
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|0.355
|0.355
|No
|No
|'''Yes''' ([[Elemental Lore, Water|Water]])
|No
|- align=center
|- align=center
|[[Major Acid (1710)]]
|[[Major Acid (1710)]]
|6
|0.600
|0.600
|0.333
|0.333
Line 239: Line 293:
|0.196
|0.196
|'''Yes'''
|'''Yes'''
|'''Yes''' ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])
|No
|}
|}
: *<i>(L) is living targets and (U) is undead targets.</i>
: *<i>(L) is living targets and (U) is undead targets.</i>
: **<i>requires a cast of 512 to start, and 10 ranks of [[Elemental Lore, Water|Water]]</i>


== AvDs ==
== AvDs ==
* '''V''' denotes a variable AvD. Actual AvDs are determined by the spell used with [[Cone of Elements (518)]]


{| {{prettytable}}
{|class="wikitable sortable" {{prettytable}}
!Spell
!Spell
!Robes
!Robes
Line 418: Line 474:
|22
|22
|- align=center
|- align=center
|[[Cone of Lightning (518)]]
|[[Cone of Elements (518)]]
|50
|V
|
|
|40
|V
|39
|V
|38
|V
|37
|V
|
|
|45
|V
|43
|V
|41
|V
|39
|V
|
|
|48
|V
|44
|V
|40
|V
|V
|
|V
|V
|V
|V
|- align=center
|[[Disintegrate (705)]]
|40
|
|38
|37
|36
|36
|35
|
|
|51
|35
|45
|39
|33
|33
|31
|29
|
|37
|33
|29
|25
|
|32
|26
|20
|14
|- align=center
|- align=center
|[[Balefire (713)]]
|[[Balefire (713)]]
Line 647: Line 726:
|(-5)
|(-5)
|(-11)
|(-11)
|- align=center
|[[Telekinesis (1206)]]
|52
|
|44
|43
|42
|41
|
|39
|37
|35
|33
|
|44
|40
|36
|32
|
|52
|46
|40
|34
|- align=center
|- align=center
|[[Minor Steam (1707)]]
|[[Minor Steam (1707)]]
Line 716: Line 818:
|21
|21
|15
|15
|- align=center
! [[AsG]]
!1
!
!5
!6
!7
!8
!
!9
!10
!11
!12
!
!13
!14
!15
!16
!
!17
!18
!19
!20
|- align=center
!Spell
!Robes
!
! colspan=4 | Soft Leather
!
! colspan=4 | Hard Leather
!
! colspan=4 | Chain
!
! colspan=4 | Plate
|- align=center
|}
|}
: *<i>(L) is living targets and (U) is undead targets.</i>
: *<i>(L) is living targets and (U) is undead targets.</i>


==Tactical Considerations==
=Behind the Scenes: tactical considerations=


Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.
Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.
:Players might regard this as the effective spell-casting equivalent of [[MSTRIKE (verb)|MSTRIKE]].
:Players might regard this as the effective spell-casting equivalent of [[MSTRIKE (verb)|MSTRIKE]].


Given that all of the Lore skills that affect splashes are [[Seed chart (saved_post)|seed 1]] progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).
Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).

==Resources==
*[[Attack strength#Bolt_Spells|Attack strength (Bolt Spells)]]
*[[/saved posts|Saved posts]]
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]
*[[Lore chart]]


[[Category:Combat Mechanics]]
{{Wizard}}
[[Category: Spells]]
[[Category:Magic]]
{{Top}}

Revision as of 00:29, 29 November 2020

A bolt spell is any attack spell that is based on the caster's Spell Aiming skill. These spells benefit from a more offensive stance, but only result in a three (3) second cast roundtime, rather than a true three (3) second roundtime (RT). There are two types of bolt spells: true bolt spells and ball spells. Bolt spells may be CHANNELed for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The 3 second hard RT imposed by CHANNELing cannot be mitigated by any haste effect.

Lore Ranks and Damage Factor Bonuses

The Damage Factors (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100.

For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.

Ball Spells

Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact.

There are four steps to determine the number of targets struck by a ball spell.

Step 1

A random number X is generated between 0 and 8, with lower numbers more likely to be chosen.

Step 2

Based on the caster's ranks in the appropriate Lore, a bonus is added to the initial X value (see table below).

The skills taken into account are:

Lore rank thresholds/Potential targets
Lore ranks 1 2 4 7 11 16 22 29 37 46 56
Potential targets 1 2 3 4 5 6 7 8 9 10 11
Lore ranks 67 79 92 106 121 137 154 172 191 211 232
Potential targets 12 13 14 15 16 17 18 19 20 21 22


The exact bonus from lore is BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2.

Step 3

Another random number Y is generated between 0 and (X + BONUS).

Step 4

The caster's training in Multi-Opponent Combat (MOC) is added to Y.

The final number of targets struck by the splash effect is the smaller of (X + BONUS) and (Y + MOC Ranks)


For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets. (A practical example: water balloons. The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)

Damage Factors

  • Bold indicates highest value, Minor Shock (901) has lowest DF value against all armor types
  • V indicates varies with associated spell cast
Spell Mana Cost Robes Soft Leather Hard Leather Chain Plate Splash Lore DF Bonus
Fire Spirit (111) 11 0.400 0.333 0.270 0.256 0.244 Yes Yes (Summoning)
Web (118) 9 0.520 0.420 0.330 0.300 0.210 No Yes (Summoning)
Holy Bolt (306)(L)* 6 0.455 0.345 0.283 0.242 0.173 No No
Holy Bolt (306)(U)* 6 0.750 0.500 0.405 0.400 0.265 No Yes (Religion)
Hand of Tonis (505) 5 0.520 0.420 0.330 0.300 0.210 No Yes (Air)
Hurl Boulder (510) 10 0.710 0.520 0.460 0.435 0.440 No Yes (Earth)
Cone of Elements (518) 18 V V V V V V Yes (special)
Disintegrate (705) 5 0.525 0.383 0.314 0.350 0.197 No Yes (Necromancy)
Balefire (713) 13 0.435 0.360 0.325 0.310 0.295 Yes Yes (Demonology)
Minor Shock (901) 1 0.149 0.133 0.111 0.122 0.128 No Yes (Air and/or Water)
Minor Water (903) 3 0.455 0.345 0.283 0.242 0.173 No Yes (Water)
Minor Acid (904) 4 0.525 0.383 0.314 0.350 0.197 No Yes (Earth and/or Water)
Minor Fire (906) 6 0.667 0.455 0.345 0.323 0.303 No Yes (Fire)
Major Cold (907) 7 0.445 0.350 0.245 0.217 0.208 Yes Yes (Water)
Major Fire (908) 8 0.400 0.333 0.270 0.256 0.244 Yes Yes (Fire)
Major Shock (910) 10 0.750 0.555 0.433 0.415 0.433 No Yes (Air and/or Water)
Empathic Assault (1110) 10 0.680 0.490 0.365 0.280 0.205 No Yes (Transformation)
Minor Steam (1707) 4 0.600 0.550 0.385 0.333 0.267 No Yes (Fire and/or Water)
Minor Cold (1709) ** 3 0.667 0.460 0.385 0.375 0.355 No Yes (Water)
Major Acid (1710) 6 0.600 0.333 0.275 0.370 0.196 Yes Yes (Earth and/or Water)
*(L) is living targets and (U) is undead targets.
**requires a cast of 512 to start, and 10 ranks of Water

AvDs

Spell Robes Soft Leather Hard Leather Chain Plate
AsG 1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fire Spirit (111) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Web (118) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Holy Bolt (306)(L)* 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
Holy Bolt (306)(U)* 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Hand of Tonis (505) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Hurl Boulder (510) 40 40 39 38 37 40 38 36 34 40 36 32 28 40 34 28 22
Cone of Elements (518) V V V V V V V V V V V V V V V V V
Disintegrate (705) 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Balefire (713) 65 55 54 53 52 45 43 41 39 38 34 30 26 30 24 18 12
Minor Shock (901) 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18
Minor Water (903) 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
Minor Acid (904) 40 38 37 36 35 35 33 31 29 37 33 29 25 32 26 20 14
Minor Fire (906) 55 37 36 35 34 33 31 29 27 42 38 34 30 44 38 32 26
Major Cold (907) 65 55 54 53 52 45 43 41 39 40 36 32 28 35 29 23 17
Major Fire (908) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Major Shock (910) 50 40 39 38 37 45 43 41 39 48 44 40 36 51 45 39 33
Empathic Assault (1110) 55 45 44 43 42 30 28 26 24 15 11 7 3 7 1 (-5) (-11)
Telekinesis (1206) 52 44 43 42 41 39 37 35 33 44 40 36 32 52 46 40 34
Minor Steam (1707) 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Minor Cold (1709) 45 40 39 38 37 35 33 31 29 40 36 32 28 30 24 18 12
Major Acid (1710) 65 55 54 53 52 45 43 41 39 42 38 34 30 33 27 21 15
*(L) is living targets and (U) is undead targets.

Tactical Considerations

Analysis of the ball spells' splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the "possible" range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.

Players might regard this as the effective spell-casting equivalent of MSTRIKE.

Given that all of the Lore skills that affect splashes are seed 1 progressions, the rate at which additional targets are added is quite quick. A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the "possible" target pool--and guarantees that at least four (4) targets will always have the capability to be splashed ("possible" roll will be 0-8 with +4 added).

Resources