Fire Spirit (111): Difference between revisions

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Revision as of 22:10, 25 August 2017

Fire Spirit (111)
Mnemonic [FIRESPIRIT]
Duration Instantaneous
Attack Magic - Damage  
Subtype Bolt & Utility 
Target(s) Single (multiples possible) 
Damage Type Health 
Critical Type Fire 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive

Fire Spirit, if cast at a target successfully, summons a fiery ball that will explode on impact (similar to Major Fire) creating initial fire damage to the target as well as an additional fire critical as a result of the explosion. Once the fiery ball hits the target, the explosion can result in damage to other targets in the room, up to 8 targets (possibly more with Spiritual Lore, Summoning training).

For a ball spell, Spell Aiming is the most important skill for this spell. Multi Opponent Combat can increase the ability of the fiery ball to hit multiple targets in the room but is not required. The severity of the secondary splash critical is partly dependent on caster/target level difference.

If cast without a target, this spell will send a bright fiery ball into the sky, which can be seen by anyone standing outside. Do this only when standing outside or it will rebound on you!

Usage

  • PREP 111 | CAST {target} or INCANT 111 to cast this spell
  • PREP 111 | CHANNEL {target} to channel the spell for additional damage/critical strength, incurring 3 sec. of hard RT
  • INCANT 111 CHANNEL to channel this spell once using INCANT
  • INCANT SET CHANNEL 111 to always channel this spell using INCANT 111
  • Fire Spirit may be open cast to send a bright ball of flame high up into the sky that can be seen by anyone standing outside in the local realm

Lore Benefits

Training in Spiritual Lore, Summoning provides two benefits:

Potential Splash Targets

The number of targets hit by a ball spell is determined by the following calculation using Spiritual Lore, Summoning and Multi Opponent Combat (MOC):

  • Lore Skill Modifier = (1 + √8 * [Spiritual Lore, Summoning Ranks] - 7) / 2
  • First Roll is a random number from 0 to 8
  • Second Roll is a random number from 0 to [First Roll + Lore Skill Modifier]
  • The number of targets is the smaller number of [First Roll + Lore Skill Modifier] and [Second Roll + MOC Ranks].

(As such, training in Spiritual Lore, Summoning contributes to both of the values from which the smaller number is chosen.)

Spiritual Lore, Summoning ranks 0 1 2 4 7 11 16 22 29 37 46 56
Possible additional splashes 0 1 2 3 4 5 6 7 8 9 10 11
Spiritual Lore, Summoning ranks 67 79 92 106 121 137 154 172 191 211 232
Possible additional splashes 12 13 14 15 16 17 18 19 20 21 22

Damage Factor Increase

Ranks in Spiritual Lore, Summoning will increase the spell's Damage Factor (DF) according to the table below.

Summoning Lore Ranks
DF Increase
1 to 50
0.001 per rank
51 to 100
0.001 per two ranks
101 to 200
0.001 per four ranks
  • Note: Damage factor truncates at three decimal places.
E.g., with 126 ranks of SL: Summoning the DF increase is:
(50 * 0.001) + (50/2 * 0.001) + trunc( 26/4) * 0.001) = 0.081 not 0.0815

Bolt Spell 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
Fire Spirit DF .400 .333 .270 .256 .244
AvD 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22

Channeled Bolt Spell

CHANNELing a bolt spell imposes a 3 second hard roundtime in exchange for a higher chance of hitting a vital area and subjects the attack to less critical randomization. The critical randomization floor is raised by 1-2 ranks (depending on the actual critical) and the chance to hit every location is the same at 7.7%.

When a bolt is CAST/EVOKEd without CHANNELing, it has a little over 16% chance to hit the eyes, head, or neck. A CHANNELed bolt has over a 30% chance. Most of those locations will also result in a critical kill for ranks as low as 5 or 6, while it will take 7+ against the chest, abdomen, or back. If it is determined to be a rank 9 critical wound, critical randomization can lower that all the way down to a rank 5 (typically non-lethal against vital spots). If the same bolt is CHANNELed for the same rank 9 critical wound, crit randomization will not lower it less than a rank 7 (typically lethal against vital spots).

The roundtime imposed by channeling cannot be reduced by haste effects.

Messaging

Aimed Spell
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
You gesture at a giant marmot.
You hurl a roaring ball of fire at a giant marmot!
  AS: +237 vs DS: +84 with AvD: +57 + d100 roll: +16 = +226
   ... and hit for 94 points of damage!
   A large patch of flesh is seared off a giant marmot's back.
   The giant marmot is stunned!
The roaring ball of fire strikes a giant marmot, blossoming into a much larger sphere of flame upon impact.
   ... 70 points of damage!
   Fire completely surrounds a giant marmot.  Blood boils and heart stops.
The giant marmot collapses to the ground, emits a final squeal, and dies.
Open Cast
A flare leaves your hand and shoots up into the sky where it hangs for a few moments before exploding into a breathtaking array of colors.  The sheer brightness of the image before you lingers in your sight for several seconds after the explosion can no longer be seen.

A colorful flare rises into the air high above Wehnimer's Landing.

It is possible to customize the open cast flare: see Custom Fire Spirit.

Alchemy Recipes

A grooved ebony wand
Eastern version Western version
  1. Add wand oil
  2. Add mottled faeroth crest from lesser faeroths
  3. Boil
  4. Add essence of fire
  5. Simmer
  6. Add 3 doses of ebony twig
  7. Add powdered orange spessartine garnet
  8. Infuse
  9. Chant Fire Spirit (111)
  1. Add wand oil
  2. Add 2 doses of fire rat tail from fire rats
  3. Boil
  4. Add essence of fire
  5. Simmer
  6. Add 3 doses of ebony twig
  7. Add powdered orange spessartine garnet
  8. Infuse
  9. Chant Fire Spirit (111)