Elemental Blade (411): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(added link)
(Added element identification and damage type sections)
Line 13: Line 13:
}}
}}


'''Elemental Blade''' provides the weapon with the equivalent of a +20 enchant and one of 4 types of [[elemental]] flares.
'''Elemental Blade''' provides the weapon with the equivalent of a +20 enchant and one of 5 types of [[elemental]] flares.


When casting the spell at a weapon it must be completely free of any magical enhancements or a holy enhancements. This means that the weapon cannot be made of a magical material or still have previous flares or weighting (crit or damage). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell. Some will find that the spell flares heat damage, others will flare cold damage, others will flare electricity, and still others will flare blasts of rubble.
When casting the spell at a weapon it must be completely free of any magical enhancements or a holy enhancements. This means that the weapon cannot be made of a magical material or still have previous flares or weighting (crit or damage). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell.

== Attunement==


Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to. Be forewarned that this is a '''one-time''' choice and cannot be changed or reversed once chosen. However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands. If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell. If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.
Using the ATTUNE command, a character can specify an element to which he or she is naturally [[Attunement|attuned]] to. Be forewarned that this is a '''one-time''' choice and cannot be changed or reversed once chosen. However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands. If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell. If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.

== Element Identification ==

Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger ''<The dagger is surrounded by a scintillating '''red''' light>.'' Each color is symbolic of one the five attuneable elements.

Each element has an inherent [[:Category:Damage Types|damage type]] that can, when unleashed, cause [[critical]] injuries associated with that damage type. Casting spell [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g., ''<You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>''

== Element Damage Types ==

*1. '''Air''' (White): [[Vacuum critical table|Vacuum critical damage]]
**Ex. Chest decompresses violently and explodes in a shower of bone and lung!
*2. '''Earth''' (Brown): [[Impact critical table|Impact/Vibration critical damage]]
**Ex. Every bone in the left arm shattered and scattered about!
*3. '''Fire''' (Red): [[Fire critical table|Fire critical damage]]
**Ex. Fire completely surrounds [target]. Blood boils and heart stops.
*4. '''Water''' (Blue): [[Cold critical table|Cold/Ice critical damage]]
**Ex. Head freezes solid and the [target] topples over, shattering skull on impact.
*5. '''Lightning''' (Silver): [[Lightning critical table|Lightning/Electric Shock critical damage]]
**Ex. Hideously bright electrical bolt sends left leg into another universe. Happy traveling.



Of special interest to archers, they made get their arrows or bolts elementally bladed, and in combination of a +20 bow will have the equivalent of an 8x (+40) weapon.
Of special interest to archers, they made get their arrows or bolts elementally bladed, and in combination of a +20 bow will have the equivalent of an 8x (+40) weapon.

Revision as of 08:52, 4 August 2010

Elemental Blade (411)
Mnemonic [ELEMBLADE]
Base Duration 4 swings per level
Added Duration None
Span Solid Block
Offensive Magic - Weapon Enhancement - Enhancement  
Subtype Weapon Enhancement 
Weapon Enhancement Enchantment, Flares 
Enhancement +20 
Weapon Requirements Non-magical 
Availability Any normal weapon 
Minor Elemental Spells
Elemental Defense I (401) Defensive
Presence (402) Utility
Lock Pick Enhancement (403) Utility
Disarm Enhancement (404) Utility
Elemental Detection (405) Utility
Elemental Defense II (406) Defensive
Unlock (407) Utility
Disarm (408) Utility
Elemental Blast (409) Attack
Elemental Wave (410) Attack
Elemental Blade (411) Offensive
Weapon Deflection (412) Attack
Elemental Saturation (413) Attack
Elemental Defense III (414) Defensive
Elemental Strike (415) Attack
Piercing Gaze (416) Utility
Elemental Dispel (417) Attack
Mana Focus (418) Utility
Mass Elemental Defense (419) Defensive
Magic Item Creation (420) Utility
Elemental Targeting (425) Offensive
Elemental Barrier (430) Defensive
Major Elemental Wave (435) Attack


Elemental Blade provides the weapon with the equivalent of a +20 enchant and one of 5 types of elemental flares.

When casting the spell at a weapon it must be completely free of any magical enhancements or a holy enhancements. This means that the weapon cannot be made of a magical material or still have previous flares or weighting (crit or damage). If the caster of the spell is attuned to a specific element then the flares of the weapon will be of the caster's nature for the duration of the spell.

Attunement

Using the ATTUNE command, a character can specify an element to which he or she is naturally attuned to. Be forewarned that this is a one-time choice and cannot be changed or reversed once chosen. However, it is possible to toggle the effects of attunement on and off using the ATTUNE ELEMENT and ATTUNE RANDOM commands. If the caster is not attuned to an element, then any time he casts a spell that is based on him being elementally attuned, the element chosen will be completely random for each cast of the spell. If the caster is already attuned, and he his focusing his energy on his element using ATTUNE ELEMENT, he will always get that same element each cast of a spell that depends on elemental attunement.

Element Identification

Once the spell has been successfully cast upon a weapon, the e-bladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the LOOK verb to see this. E.g., LOOK my dagger <The dagger is surrounded by a scintillating red light>. Each color is symbolic of one the five attuneable elements.

Each element has an inherent damage type that can, when unleashed, cause critical injuries associated with that damage type. Casting spell Elemental Detection (405) at the weapon will give a message specifying the damage type. E.g., <You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.>

Element Damage Types


Of special interest to archers, they made get their arrows or bolts elementally bladed, and in combination of a +20 bow will have the equivalent of an 8x (+40) weapon.

Wizards and sorcerers well versed in Alchemy can produce some glowing prismatic oil, a potion containing the spell Elemental Blade (411). They must have achieved at least rank 30 in Potions.

External Links