Smite/Bane (302): Difference between revisions

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Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma (damage)|plasma]] [[flare]], which at higher successes can be fatal.
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma (damage)|plasma]] [[flare]], which at higher successes can be fatal.


This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand will also increase the damage, with additional benefit coming from having two empty hands.
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.


Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion, which is only available when channeling. Infusing allows for more mana to be used in the cast, costing more mana and doing slightly more damage in the first cycle. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10) as well as increasing the amount of mana infused.
Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion, which is only available when channeling. Infusing allows for more mana to be used in the cast, costing more mana and doing slightly more damage in the first cycle. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10) as well as increasing the amount of mana infused.

Revision as of 05:34, 11 November 2006

Template:Attack spell damage
Smite/Bane (302)
Mnemonic [SMITE]
Type Warding
Target(s) Single
Interval Instantaneous


The nature of this spell is dependent upon the deity the caster worships. Generally speaking Clerics converted to a Liabo Arkati receive Smite, and Clerics converted to a Lornon deity will receive Bane. Both are warding spells which have a base mana cost of 2.

Smite/Bane does damage to the target in two cycles. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a plasma flare, which at higher successes can be fatal.

This spell can also be channeled to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.

Training in Spiritual Lore, Religion increases the damage done. This skill also increases the chance of infusion, which is only available when channeling. Infusing allows for more mana to be used in the cast, costing more mana and doing slightly more damage in the first cycle. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10) as well as increasing the amount of mana infused.

There is also a small (5%) chance of instantly killing the target when this spell is used. Channeling need not be used to gain this benefit.

Smite is more effective against undead targets, while Bane is suited better towards living enemies. If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion. In addition, the first cycle's damage will be halved, and the second cycle's flare will be weaker. However, the chance to instantly kill the target remains regardless.