Smite/Bane (302): Difference between revisions

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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.
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. 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.
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.

Revision as of 22:01, 5 March 2007

Smite/Bane (302)
Mnemonic [SMITE]
Duration Instantaneous
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Damage Type Hitpoint 
Critical Type Plasma 
Cleric Base Spells
Prayer of Holding (301) Attack
Smite/Bane (302) Attack
Prayer of Protection (303) Defensive
Bless (304) Offensive
Preservation (305) Utility
Holy Bolt (306) Attack
Benediction (307) Defensive
Well of Life (308) Utility
Condemn (309) Attack
Warding Sphere (310) Defensive
Blind (311) Attack
Fervent Reproach (312) Attack
Prayer (313) Defensive
Relieve Burden (314) Utility
Remove Curse (315) Utility
Censure (316) Attack
Divine Fury (317) Attack
Raise Dead (318) Utility
Soul Ward (319) Defensive
Ethereal Censer (320) Attack
Holy Receptacle (325) Utility
Sanctify (330) Utility
Divine Wrath (335) Attack
Symbol of the Proselyte (340) Offensive
Miracle (350) Utility


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. 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.

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