Cold Snap (512): Difference between revisions

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{{HSN}}
{{spell
{{spell
| mnemonic = ICEPATCH
| mnemonic = COLDSNAP
| type = Attack
| type = Attack
| duration = Determined by warding failure
| duration = (margin / 5) + 3, min 8s, max 25s
| subtype = [[Warding]] & [[Maneuver]]
| subtype = [[Warding]]
| target = Room or Single-target
| target = Ungrouped, base 4 targets
| interval = None
| status = [[Rooted]], [[Immobilized]]
| dtype = None
| ctype = None
| navigation = {{Major elemental navigation}}
| navigation = {{Major elemental navigation}}
}}
}}
__TOC__
When this spell is cast untargetted, it allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage.
'''Cold Snap''' is an [[open cast]] [[warding]] spell that causes targets to become [[rooted]]. The root status effect causes a target to have -50 [[attack strength]] (AS) to melee attacks, -25 AS to ranged attacks, and -25 [[defensive strength]] (DS) (but does not stack with the DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures cannot perform maneuvers. The spell will affect a base of up to 4 targets, increasing with training in [[#Increased Targets|Elemental Lore, Water]]. The duration of the root is{{boldmono| (warding margin / 5) + 3}}, minimum of 8 seconds and maximum of 25 seconds.


Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, [[Immobilized (status)|immobilizing]] them and refreshing the duration. Targets encased in ice will have a chance, based on [[#Shattering|Elemental Lore, Water]], to shatter when an applicable bolt spell is [[CHANNEL]]led.
If Ice Patch is directed at a specific target, it will root them in place, hindering combat. Then, with [[Elemental Lore, Water]] training, it is possible to cast [[Minor Water]] (903) at the target and it will convert to [[Minor Cold]] (1709) (the spell found in a [[slender blue wand]]). 10 ranks of [[Elemental Lore, Water]] will allow one cast of 903-converted [[Minor Cold]], increasing by 1 additional cast at 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks.


If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire.
== Spell Usage ==


If a target is drenched from [[Minor Water]] (903 or [[518]]) [[soaking]], or if the spell is cast in a watery room, the affected target(s) suffer -25 penalty to [[target defense]] (TD).
* [[CAST]] at a target:
[[CS]] Check, followed by:
<pre{{Log2|margin-right=400px}}>
The mist leaves the entire lower half of Target's body encased in a thick block of ice.
Cast Roundtime 3 Seconds.
</pre>


[[Non-corporeal]] targets are better able to defend against the spell, and thus receive a TD bonus of {{mono|creature level/10}}. Creatures that are made of fire or emanate heat are immune to Cold Snap.
* [[CAST]] without a target:

<pre{{Log2|margin-right=400px}}>
== Usage ==
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.
* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to cast this spell against anything not grouped to the caster, attempting to root all targets. For {{mono|INCANT}}, a target must be visible in the room<br><br>
</pre>
* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to attempt to immobilize all targets that are rooted, but targets that were not rooted on the first cast will be warded first
* {{boldmono|PREP 512 {{!}} [[EVOKE]] }}to cast the spell against those that have already been rooted first (for second cast)<br><br>
* {{boldmono|INCANT 512 OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible)
* {{boldmono|INCANT 512 EVOKE }}to evoke this spell once using {{mono|INCANT}}

== Lore Benefits ==
Training in [[Elemental Lore, Water]] provides three benefits:

===Increased Targets===
Water Lore increases the possible number of targets by +1 per seed 5 [[summation]] of ranks.
<section begin=Water Lore Target Bonus/>
:{| {{prettytable|text-align:center;}}
|-
!align="right"|Elemental Lore, Water ranks||0||5||11||18||26||35||45||56||68||81
|-
|align="right"|Possible targets||4||5||6||7||8||9||10||11||12||13
|-
|colspan="20"|
|-"
!align="right" colspan="2"|Elemental Lore, Water ranks||95||110||126||143||161||180||200||221||243
|-
|align="right" colspan="2"|Possible targets||14||15||16||17||18||19||20||21||22
|}
<section end=Water Lore Target Bonus/>

===Shattering===
If a target is encased in ice (i.e., failed Cold Snap warding twice) and the caster CHANNELs a bolt that causes a rank 5+ impact (505(?), 510, 1709) critical, there is a{{mono| (Water Lore [[skill bonus]] / 3) }}chance that the injury location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.
<section begin=Water Lore Shatter Bonus/>
:{| {{prettytable|text-align:center;}}
|-
!align="right"|Elemental Lore, Water ranks||1||3||6||9||13||17||20||25||30||38||50
|-
|align="right"|Chance for shattering||1%||3%||10%||15%||20%||25%||30%||35%||40%||45%||50%
|-
|colspan="12"|
|-
!align="right" colspan="2"|Elemental Lore, Water ranks||65||80||95||110||125||140||155||170||185||200
|-
|align="right" colspan="2"|Chance for shattering||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%
|}
<section end=Water Lore Shatter Bonus/>
::''Not all thresholds shown''

===Minor Cold (1709)===
Water Lore training makes it possible to cast Minor Water (903) at the target, which will be converted to [[Minor Cold (1709)]], for a number of casts equivalent to the bonus level of a seed 10 [[summation]] of ranks, while still costing 3 mana.
<section begin=Water Lore Bonus/>
:{| {{prettytable|text-align:center;}}
|-
!align="right"|Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231
|-
|align="right"|Casts of Minor Water converted to Minor Cold||1||2||3||4||5||6||7||8||9||10||11||12||13||14
|}
<section end=Water Lore Bonus/>

== Messaging ==
{{addmetext}}


{{AR2}}
{{AR2}}
{{:translucent pale blue dust}}
{{:translucent pale blue dust}}


== External Links ==
== Resources ==
*[[Elemental_lore_review_(saved_posts)#Ice_Patch_(512)|Elemental lore review (saved posts)]]
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#512 Major Elemental Spell Circle: Ice Patch], on Play.net

[[Category:Major Elemental Spells]]

Revision as of 20:30, 11 July 2018

Cold Snap (512)
Mnemonic [COLDSNAP]
Duration (margin / 5) + 3, min 8s, max 25s
Attack Magic - Disabling  
Subtype Warding 
Target(s) Ungrouped, base 4 targets 
State(s) Inflicted Rooted, Immobilized
Major Elemental Spells
Sleep (501) Attack
Chromatic Circle (502) Attack
Thurfel's Ward (503) Defensive
Slow (504) Attack
Hand of Tonis (505) Attack
Celerity (506) Utility
Elemental Deflection (507) Defensive
Elemental Bias (508) Defensive
Strength (509) Offensive
Hurl Boulder (510) Attack
Floating Disk (511) Utility
Cold Snap (512) Attack
Elemental Focus (513) Offensive
Stone Fist (514) Attack
Rapid Fire (515) Utility
Mana Leech (516) Utility
Charge Item (517) Utility
Cone of Elements (518) Attack
Immolation (519) Attack
Mage Armor (520) Defensive
Meteor Swarm (525) Attack
Elemental Disjunction (530) Attack
Haste (535) Utility
Temporal Reversion (540) Defensive
Time Stop (550) Utility

Cold Snap is an open cast warding spell that causes targets to become rooted. The root status effect causes a target to have -50 attack strength (AS) to melee attacks, -25 AS to ranged attacks, and -25 defensive strength (DS) (but does not stack with the DS penalties from other status conditions such as being knocked down). Most importantly, rooted creatures cannot perform maneuvers. The spell will affect a base of up to 4 targets, increasing with training in Elemental Lore, Water. The duration of the root is (warding margin / 5) + 3, minimum of 8 seconds and maximum of 25 seconds.

Casting the spell a second time will completely encase any already affected target that fails to ward in an ice block, immobilizing them and refreshing the duration. Targets encased in ice will have a chance, based on Elemental Lore, Water, to shatter when an applicable bolt spell is CHANNELled.

If an affected target receives any fire damage (i.e. from 906, 908, 111, etc), the effect ends (since it's melting the ice) and the target receives a steam critical, similar to how trolls react to fire.

If a target is drenched from Minor Water (903 or 518) soaking, or if the spell is cast in a watery room, the affected target(s) suffer -25 penalty to target defense (TD).

Non-corporeal targets are better able to defend against the spell, and thus receive a TD bonus of creature level/10. Creatures that are made of fire or emanate heat are immune to Cold Snap.

Usage

  • PREP 512 | CAST or INCANT 512 to cast this spell against anything not grouped to the caster, attempting to root all targets. For INCANT, a target must be visible in the room

  • PREP 512 | CAST or INCANT 512 to attempt to immobilize all targets that are rooted, but targets that were not rooted on the first cast will be warded first
  • PREP 512 | EVOKE to cast the spell against those that have already been rooted first (for second cast)

  • INCANT 512 OPEN to open cast this spell once using INCANT (when a target is not visible)
  • INCANT 512 EVOKE to evoke this spell once using INCANT

Lore Benefits

Training in Elemental Lore, Water provides three benefits:

Increased Targets

Water Lore increases the possible number of targets by +1 per seed 5 summation of ranks.

Elemental Lore, Water ranks 0 5 11 18 26 35 45 56 68 81
Possible targets 4 5 6 7 8 9 10 11 12 13
Elemental Lore, Water ranks 95 110 126 143 161 180 200 221 243
Possible targets 14 15 16 17 18 19 20 21 22


Shattering

If a target is encased in ice (i.e., failed Cold Snap warding twice) and the caster CHANNELs a bolt that causes a rank 5+ impact (505(?), 510, 1709) critical, there is a (Water Lore skill bonus / 3) chance that the injury location will shatter, completely destroying it and causing 50% of the target's max health in concussion damage.

Elemental Lore, Water ranks 1 3 6 9 13 17 20 25 30 38 50
Chance for shattering 1% 3% 10% 15% 20% 25% 30% 35% 40% 45% 50%
Elemental Lore, Water ranks 65 80 95 110 125 140 155 170 185 200
Chance for shattering 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%
Not all thresholds shown

Minor Cold (1709)

Water Lore training makes it possible to cast Minor Water (903) at the target, which will be converted to Minor Cold (1709), for a number of casts equivalent to the bonus level of a seed 10 summation of ranks, while still costing 3 mana.

Elemental Lore, Water ranks 10 21 33 46 60 75 91 108 126 145 165 186 208 231
Casts of Minor Water converted to Minor Cold 1 2 3 4 5 6 7 8 9 10 11 12 13 14


Messaging

This section has not been added yet; please add to it now!

Alchemy Recipes

A translucent pale blue dust
Eastern version Western version
  1. Add powder solution
  2. Add 3 doses of tegu tailspike from three-toed tegus
  3. Add powdered polished blue coral
  4. Boil
  5. Add 2 doses of s'ayanad crystal
  6. Add blue mist-shrouded crystal
  7. Simmer
  8. Infuse
  9. Chant Cold Snap (512)
  1. Add powder solution
  2. Add myklian scale from myklians
  3. Add powdered polished blue coral
  4. Boil
  5. Add 2 doses of s'ayanad crystal
  6. Add blue mist-shrouded crystal
  7. Simmer
  8. Infuse
  9. Chant Cold Snap (512)

Resources