Limb Disruption (708): Difference between revisions

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{{spell |
{{spell
| name = Limb Disruption
| number = 708
| mnemonic = LIMBDISRUPT
| mnemonic = LIMBDISRUPT
| duration = Instantaneous
| duration = Instantaneous
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| subtype = [[Warding]]
| subtype = [[Warding]]
| target = Single
| target = Single
| interval = One-shot
| interval = None
| dtype = None
| ctype = None
| status = Disable hand/arm/leg
| navigation = {{Sorcerer base navigation}}
| navigation = {{Sorcerer base navigation}}
}}
}}

Revision as of 18:48, 1 March 2017

Limb Disruption (708)
Mnemonic [LIMBDISRUPT]
Duration Instantaneous
Attack Magic - Disabling  
Subtype Warding 
Target(s) Single 
State(s) Inflicted Disable hand/arm/leg
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

Limb Disruption targets a limb of the victim, attempting to make it explode. This spell is modified by training in Sorcerous Lore, Necromancy and Spell Aiming. With the appropriate training, it is one of the most powerful disabling spells. Removing a hand or arm will cause a target to drop whatever is being carried in that hand/arm, and removing/breaking a leg will cause a target to fall.

This spell is commonly found in pale thanot wands.

The damage done to the limb depends on the severity of the warding endroll.

Endroll Result
141+ Limb explodes
121-140 Limb breaks, one or two round stun
101-120 Level one wound, no subsequent stun

Usage

  • PREP 708 | CAST {target} or INCANT 708 to cast this spell
  • Casters may specify a limb to target using the AIM verb (only limbs are considered).
  • PREP 708|CAST {target} [right|left] [hand|arm|leg] will override any AIM setting.
  • If a limb is not specified, the system will examine the caster's AIM setting. If the AIM is not set to a valid limb, then the system will randomly select from one of the remaining limbs of the victim. This includes hands, arms, and legs, or their equivalents depending on the creature.

Aimed Limb Disruption

Training 2x in Spell Aiming is required to cast the targeted version of this spell against a like-level target without a penalty to the caster's CS. Training less than 2x in Spell Aiming will result in steep CS penalties when trying to aim at a specific limb.

Using AIM to disrupt a limb that is already severed (or doesn't exist) will only waste mana.

Targeted CS Penalty Formula

Formula:

Note: The penalty caps at 100 CS with 0 SA ranks
Example 1
SA ranks: 5
Target level: 23
100 - trunc[(100 * (5/46))] = 90 CS
Example 2
SA ranks: 140
Target level: 75
100 - trunc[(100 * (140/150)] = 7 CS penalty

Lore Benefit

Training in Sorcerous Lore, Necromancy will increase the chance for removed creature limbs to be animated. Only legs and arms (or their equivalents) will animate. Hands will never animate. Likewise, player limbs will never animate. The animation effect is not controlled by the sorcerer.

When cast, there is a random 50% chance to determine if a limb will have the potential to animate. If that check is successful, it takes a [d100 + ((50 * Necromancy ranks) / target's level)] and the result must be greater than 100 to animate. The ability of the limb to drag a target down is [((caster's level - target's level) * 6) + d150]. If that is greater than 100, it is successful. (Info provided by GM Estild.)

Animated arms will attempt to knock over a standing target, or they will attempt to drag a grounded target, causing hard roundtime. Animated legs will attempt to knock over standing targets only. The odds of a limb successfully attacking a target are based on the size of the limb in relation to the size of the target and the level of the target in relation to the level of the creature from which the limb originated. The limbs will last for a few rounds before decaying away, and they will randomly choose a new target each round.

Messaging

Exploded limb
You gesture at a triton radical.
The dull golden nimbus surrounding a triton radical suddenly begins to glow brightly.
  CS: +555 - TD: +405 + CvA: +25 + d100: +8 == +183
  Warding failed!
The triton radical's right leg explodes!
   A triton radical falls to the ground grasping his mangled right leg!
Cast Roundtime 3 Seconds.
Animated leg
A severed radical leg snaps suddenly, sending droplets of congealing blood in all directions. Its muscles convulse violently, as if with purpose, and it flings itself at a triton executioner, knocking him to the ground.

Resources