Minor Shock (901): Difference between revisions

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Cast Roundtime 3 Seconds.<br>
Cast Roundtime 3 Seconds.<br>
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Revision as of 10:33, 29 June 2014

Minor Shock (901)
Mnemonic [MINORSHOCK]
Duration Instant
Attack Magic - Damage  
Subtype Bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Lightning 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility


Minor Shock is an elemental bolt spell that enables the caster to send an electrical charge from the palm of the hand toward a designated target. The Attack Strength for this spell is primarily a function of the caster's Spell Aiming skill and dexterity bonus, although other spells, such as Elemental Focus (513) and Elemental Targeting (425), can add significantly to its effectiveness. Successful attacks will cause the target to sustain hitpoint damage and possibly lightning based critical injuries.

Although not very powerful, this spell is used extensively by young wizards, because it is an easy spell to learn and cast, and the mana requirements are low. This spell can also typically be found in silver and iron wands dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the Magic Item Creation (420) spell. Iron wands containing minor shock can also be created by properly trained alchemists.

Lores and Increased Damage

Training in either Elemental Lore, Water and/or Elemental Lore, Air will increase the spell's damage factors. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores (as previously thought) to increase the damage factors for this spell. Total lore bonus with 200 ranks (300 skill) is .075.

Air and/or Water Lore Ranks
DF Increase
1 to 100
.001 per two ranks
101 to 200
.001 per four ranks
  • Note: Damage factor truncates at three decimal places.

Spell Usage

  • CAST or INCANT this spell to hurl a small surge of electricity at your target.

Casting at oneself or characters from defensive or guarded stance will cause a crackling halo of static to swirl about the target's head, standing all their hair straight on end.

Damage Factor 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
Minor Shock DF .150 .133 .111 .122 .128
AvD 35 25 24 23 22 30 28 26 24 33 29 25 21 36 30 24 18


Messaging

Successful cast

prep 901
Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
cast nymph
You gesture at a sea nymph.
You hurl a small surge of electricity at a sea nymph!
  AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276
   ... and hit for 53 points of damage!
   Heavy jolt to abdomen causes skin to break open exposing liver.
Yuck!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.

Alchemy Recipe

An iron wand
  1. Add crystalline solution (viscious liquid)
  2. Add powdered turquoise stone
  3. Simmer
  4. Add iron dust (sold in guild)
  5. Boil
  6. Chant Minor Shock (901)

See Also

External Links