Cold Snap (512): Difference between revisions

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* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to cast this spell against 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>
* {{boldmono|[[PREP]] 512 {{!}} [[CAST]] }}or {{boldmono|[[INCANT]] 512 }}to cast this spell against 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>
* {{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 {{!}} [[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 {{{s}}} {{!}} [[EVOKE]] }}to cast the spell against those that have already been rooted first (for second cast)<br><br>
* {{boldmono|PREP 512 {{!}} [[EVOKE]] }}to cast the spell against those that have already been rooted first (for second cast)<br><br>
* {{boldmono|INCANT {{{s}}} OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible)
* {{boldmono|INCANT 512 OPEN }}to open cast this spell once using {{mono|INCANT}} (when a target is not visible)
* {{boldmono|INCANT {{{s}}} EVOKE }}to evoke this spell once using {{mono|INCANT}}
* {{boldmono|INCANT 512 EVOKE }}to evoke this spell once using {{mono|INCANT}}


== Lore Benefits ==
== Lore Benefits ==

Revision as of 17:07, 14 April 2016

Since mid-2015 there has been a considerable amount of development with Hot Summer Nights 2015, the Elemental Lore Review, and the Teleportation review.

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Cold Snap (512)
Mnemonic [COLDSNAP]
Duration (margin / 5) + 3, 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, capped at 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).

Usage

  • PREP 512 | CAST or INCANT 512 to cast this spell against 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

NEEDS UPDATING

CAST at a target

CS Check, followed by:

The mist leaves the entire lower half of Target's body encased in a thick block of ice.
Cast Roundtime 3 Seconds.
CAST without a target
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.
Minor Water converted to Minor Cold
>incant 512
You intone a phrase of elemental power while raising your hands, invoking Ice Patch...
Your spell is ready.
You gesture at a triton radical.
An airy mist quickly gathers around a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
CS: +522 - TD: +430 + CvA: +25 + d100: +42 == +159
Warding failed!
The mist leaves the entire lower half of a triton radical's body encased in a thick block of ice.
... 25 points of damage!
The triton radical staggers as your icy attack shatters its right leg.
It is knocked to the ground!
Cast Roundtime 3 Seconds.

>incant 903
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
You channel at a triton radical.
You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand...
You hurl a chunk of ice at a triton radical!
AS: +415 vs DS: +254 with AvD: +29 + d100 roll: +95 = +285
... and hit for 140 points of damage!
Blow to chest frees a rib to spear a lung and heart!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

>incant 903
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
You channel at a triton radical.
You hurl a stream of water at a triton radical, but it freezes just before impact. Carefully, you summon the chunk of ice back to your hand...
You hurl a chunk of ice at a triton radical!
AS: +422 vs DS: +242 with AvD: +29 + d100 roll: +53 = +262
... and hit for 100 points of damage!
Blow shatters bones in the triton radical's neck leaving its head hanging loosely!
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
The dully illuminated mantle protecting a triton radical begins to falter, then completely fades away.
A white glow rushes away from a triton radical.
The dull golden nimbus fades from around a triton radical.
The brilliant aura fades away from a triton radical.
The very powerful look leaves a triton radical.
The white light leaves a triton radical.
The guiding force leaves a triton radical.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

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