Minor Water (903)

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Minor Water (903)
Mnemonic [MINORWATER]
Duration Instantaneous
Attack Magic - Damage  
Subtype bolt 
Target(s) Single 
Interval One-shot 
Damage Type Hitpoint 
Critical Type Impact 
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 Water is an elemental bolt spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target. Successful attacks will cause the target to sustain hitpoint damage and possibly impact based critical injuries.

This spell can also typically be found in aquamarine 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. Properly trained alchemists can create iridescent opal wands which contain the Minor Water (903) spell.

When a target is rooted by Cold Snap (512), if Minor Water is cast at the target it will be converted to Minor Cold (1709). This requires training in Elemental Lore, Water. With 20 ranks in Elemental Lore, Fire, this spell can be EVOKEd to cast Minor Steam (1707).

Soaking

Minor Water has a 20% chance to soak a target for 20 seconds, making it more susceptible to Minor and Major Shock spells by granting a flat +30% chance and +3 second duration to Stun Shock. The chance to soak may be increased with training in Elemental Lore, Water.

Soaking is indicated by the message: The water completely drenches a {target}!

Soaked targets will receive a -25 penalty to target defense (TD) when also affected by Cold Snap (512).

Usage

  • PREP 903 | CAST {target} or INCANT 903 to cast this spell normally

  • PREP 903 | CHANNEL {target} to channel the spell for additional damage, incurring 3 sec. of hard RT
  • INCANT 903 CHANNEL to channel this spell once using INCANT

  • PREP 903 | EVOKE {target} to cast Minor Steam (1707) (requires a 20 ranks of Elemental Lore, Fire and costs 4 mana)
  • INCANT 903 EVOKE to evoke this spell once using INCANT
  • INCANT 903 CHANNEL EVOKE to channel the evoke version of this spell once using INCANT

  • INCANT SET CHANNEL 903 to always channel this spell using INCANT 903
  • INCANT SET EVOKE 903 to always evoke this spell using INCANT 903
  • Using INCANT SET CHANNEL followed by INCANT SET EVOKE will always channel the evoked version of the spell using INCANT 903

  • Use CAST or CHANNEL as described above to cast Minor Cold (1709) at a target in conjunction with Cold Snap (512) (requires Elemental Lore, Water)
  • Cast can also be used to extinguish burning objects, creatures or characters (may be subject to a skill check). Casting at oneself or other characters from defensive or guarded stance simply drenches them with water (no mechanical effect).

Lore Benefits

Elemental Lore, Water

Training in Elemental Lore, Water provides two direct benefits:

  • It increases the chance to soak a target based on skill:
20 + Elemental Lore, Water skill bonus ÷ 2
Elemental Lore, Water ranks 0 1 6 8 13 18 24 30 40 60
Chance for soaking 20% 22% 30% 40% 50% 60% 70% 80% 90% 100%
Not all thresholds shown
  • It increases the spell's damage factor by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.
Water 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
The total DF increase with 200 ranks EL, Water lore is 0.100.

Cone of Elements (518) can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.

Interaction with Cold Snap (512)

In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already rooted by Cold Snap, and each cast will be converted to Minor Cold (1709). The number of casts this is applicable is equivalent to the bonus level of a seed 10 summation of ranks.


Elemental Lore, Fire

20 ranks in Elemental Lore, Fire unlocks the ability to convert Minor Water to Minor Steam (1707). This option will only activate with the EVOKE command, has a cost of 4 mana per cast. This version of the spell uses both the Minor Steam damage and critical tables.

Damage Factor Tables

Normal Casting
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 Water DF .455 .345 .283 .242 .173
AvD 30 30 29 28 27 29 27 25 23 31 27 23 19 25 19 13 7
Evoke
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 Steam DF .600 .550 .385 .333 .267
AvD 70 60 59 58 57 50 48 46 44 45 41 37 33 40 34 28 22
Cast with Cold Snap rooted condition in effect
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 Cold DF .667 .460 .385 .375 .355
AvD 45 40 39 38 37 35 33 31 29 40 36 32 28 30 24 18 12

Channel Damage

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.

Spell Messaging

Standard cast
>prep 903
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
>cast nymph
You gesture at a sea nymph.
You hurl a stream of water at a sea nymph!
  AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256
   ... and hit for 111 points of damage!
   Massive blow to left eye sending bone back into the brain!
The sea nymph falls to the ground and dies.
Cast Roundtime 3 Seconds.
Standard cast with soaking effect
>Incant 903Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
You gesture at a hill troll.
You hurl a stream of water at a hill troll!
  AS: +191 vs DS: +133 with AvD: +29 + d100 roll: +79 = +166
   ... and hit for 31 points of damage!
   Nice blow to left arm!
   The hill troll is stunned!
   The water completely drenches a hill troll!
Soaking effect wearing off
The majority of the water drenching a hill troll appears to have dried.
Minor Steam Version
>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
>You gesture at a wraith.
You hurl a seething blast of steam at a wraith!
  AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244
   ... and hit for 116 points of damage!
   Smash to the cheek deforms left eye socket.
   Vapor swirls as the ethereal bones reform.
Cast Roundtime 3 Seconds.

Alchemy Recipe

An iridescent opal wand
  1. Add crystalline solution
  2. Add powdered white opal
  3. Boil
  4. Add ingredient pale blue runed crystal shard
  5. Simmer
  6. Chant Minor Water (903)

Resources