Difference between revisions of "Rapid Fire (515)"

Rapid Fire (515)
Mnemonic [RAPIDFIRE]
Duration 60 seconds
Utility Magic
Subtype Reduced Cast RT
Availability All
Major Elemental Spells
 Sleep (501) Attack Chromatic Circle (502) Attack Thurfel's Ward (503) Defensive Slow (504) Attack Hand of Tonis (505) Attack Celerity (506) Utility Elemental Deflection (507) Defensive Elemental Bias (508) Defensive Strength (509) Offensive Hurl Boulder (510) Attack Floating Disk (511) Utility Cold Snap (512) Attack Elemental Focus (513) Offensive Stone Fist (514) Attack Rapid Fire (515) Utility Mana Leech (516) Utility Charge Item (517) Utility Cone of Elements (518) Attack Immolation (519) Attack Mage Armor (520) Defensive Meteor Swarm (525) Attack Elemental Disjunction (530) Attack Haste (535) Utility Temporal Reversion (540) Defensive Time Stop (550) Utility

While Rapid Fire is active, it will reduce the cast roundtime of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost and additional 5 mana. Training in Elemental Mana Control will reduce the recovery period. Rapid Fire is not restricted to self-cast; it can be cast on other characters. This spell cannot be imbedded or found normally on scrolls.

Rapid Fire does not affect the cast roundtime from magic items or spellsongs. The spell will not automatically prepare the same spell again.

Mana Control Benefit

Training in Elemental Mana Control (EMC) reduces the recovery period.

 $\displaystyle \mathrm{Recovery \ Period=90 - \left \lfloor 2.2 \cdot EMC \ ranks \right \rfloor \ seconds}$

At 100 ranks, the duration is 45 seconds, and at 200 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target's EMC skill to determine the recovery period.

Elemental Mana Control ranks 0 25 50 75 100 125 150 175 200
Recovery period (seconds) 90 79 68 56 45 34 22 11 0
Skill bonus converted to ranks, not all thresholds shown

Lore Benefits

Elemental Lore, Air

Training in Air Lore provides a chance to cause a spell to bewithout incurring the normal hard RT from channeling based on a seed 1 summation of ranks. When this effect occurs for a warding spell, the caster will be treated as if they were in offensive stance for the purposes of determining the bonus from channeling.

Elemental Lore, Air ranks 1 3 6 10 15 21 28 36 45 55 66
Chance for channel bonus 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Air ranks 78 91 105 120 136 153 171 190 210 231
Chance for channel bonus 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%

Elemental Lore, Water

Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.

Elemental Lore, Water ranks 1 3 6 10 15 21 28 36 45 55 66
Chance to negate cooldown 1% 2% 3% 4% 5% 6% 7% 8% 9% 10% 11%
Elemental Lore, Water ranks 78 91 105 120 136 153 171 190 210 231
Chance to negate cooldown 12% 13% 14% 15% 16% 17% 18% 19% 20% 21%

Messaging

Initial cast:

You feel the magic surge through you.

Wearing off:

As the surge of magic departs, you feel a slight elemental fatigue settle in.

Air lore effect messaging:

Seeing an opportunity, you accelerate time and empower your spell!

Cooldown wearing off:

You notice the feeling of elemental fatigue fade away.