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'''Sonic Weapon Song''' is similar to [[Sonic Shield Song (1009)]], except it creates a weapon to be wielded in the right hand. The base [[enchant]] of the weapon is +10 (2x), and is increased by +1 for every two Bard Base circle ranks, up to a maximum bonus of +35; essentially a 7x weapon. Because the spell rank bonus includes all of the ranks prior to learning the spell, and the spell itself, a Sonic Weapon will actually be +16 when the spell is learned (the bonus is also rounded up). Additionally, the bonus provided by spell ranks is '''not''' capped at level.


Training in the appropriate weapon type is required to be successful with using a Sonic Weapon, just as it is required to generate [[attack strength]] with a normal weapon. The exception is a [[runestaff]], for which a bard must train just like a [[pure]] does to receive the appropriate defense.
The vast majority of nouns listed on the Weapon Guide of the play.net website [http://www.play.net/gs4/info/armory/weapons.asp] are available through the spellsong, with the most notable exceptions being the [[katana]], [[naginata]], [[claidhmore]], and missile weapons. Some alternate nouns will still require a physical copy of the weapon in order to properly form the sonic equivalent.


Elemental [[flares]] of air--using the [[impact critical table]]--are inherent to the weapon when swung at a non-undead opponent. Unlike "normal" elemental flares in more common weapons, the Sonic Weapon can and frequently does flare sequentially, on back-to-back swings. This makes the flares from the song among the most highly regarded flares in [[GemStone]]. Training in [[#Lore Benefit|Elemental Lore, Air]] provides a chance for the weapon to flare a second time.
=Base abilities=


Sonic weapons will persist for 60 seconds when {{boldmono|[[STOW]]}}ed, and for 60 seconds when {{boldmono|[[PUT (verb)|DROP]]}}ped. All Sonic Weapons weigh 1/10 of a pound (16 coins), benefiting [[encumbrance]]. [[Undead]] may be hunted with a non-flaring version of Sonic Weapon at its base bonus of +10; if used as a runestaff the weapon will not flare upon casting at undead targets, either.
* The base power of the created weapon is +10 [[Attack strength|AS]] (equivalent to an [[ora]] weapon); if the [[Bard]] swings at an [[undead]] creature, only this base value is used to determine the effective [[Enchant|power]] of the weapon.
* When swung at a non-undead opponent, the Bard's training in [[Bard Base|SpellSong]]s will increase the power of the weapon: each two (2) Songs known will add one (+1) to the effective Enchant, to a maximum of a +35 weapon.
:*Note that ''all'' spellsongs are counted in this, including the twelve for the Bard to actually cast this Song; a Bard who has just learned the spell will summon a weapon of<br>+10 + (12/2) == +10 +6 == +16 to [[Attack strength|AS]].
:*Further note that a) rounding works (so learning one more spell would be 13/2 == +7) and b) spells known ''over'' the Bard's [[level]] do add in.
* Elemental [[flares]] of air--using the Impact [[critical]] table--are inherent to the weapon when swung at a non-undead opponent. Unlike "normal" elemental flares in more common weapons, the Sonic Weapon can and frequently does flare sequentially, on back-to-back swings. This makes the flares from the song among the most highly regarded flares in [[GemStone]].
* In addition, a ''second'' chance of flaring is achieved when the Bard has trained even a single rank in [[Elemental Lore, Air]]; more ranks provide an increasing likelihood of the flare. This second chance is completely independent of the first, and has distinct messaging when triggered so the Bard will know whether the weapon has flared the "first" time or the "second" time if there is only one flare.
* All Sonic Weapons weigh 1/10 of a pound (16 coins), so the Bard receives a benefit towards [[encumbrance]], as well.


<big>'''Renewal Cost'''</big><br>4 [[mana]]
=Lore Benefits=


== Usage ==
* [[Elemental Lore, Air]]: The following training thresholds yield 3% additional chance for the secondary flare to activate: 3, 7, 12, 18, 25, 33, 42, 52, 63, 75, 88, 102. Note that the increase is continuous rather than discrete; each rank trained adds to the chance to flare.
After preparing the spell,{{boldmono| SING {weapon type} }}. If no weapon type is specified, the last one sung will be used.


Alternatively,{{boldmono| INCANT 1012 {weapon type} }}.
=Behind the Scenes: tactical considerations=


The vast majority of nouns listed in the [http://www.play.net/gs4/info/armory/weapons.asp Weapon Guide] are available through the spellsong, with the most notable exceptions being the [[katana]], [[naginata]], [[claidhmore]], and missile weapons.
Common thinking about Sonic Weapons typically revolves around the flares: use the smallest, fastest weapon possible and maximize the damage (and/or additional results such as stuns, severed limbs, or death) from the flares. To this end, [[Brawling]] weapons and small [[Edged]] or [[Blunt Weapons|Blunt]] weapons--daggers, shortswords, cudgels, et cetera--are typically selected for use.


==Lore Benefit==
Large, slow weapons of the [[Two-Handed Weapons|Two-Hand]] or [[Polearm Weapons|Pole Arm]] types do benefit from the increased [[Enchant]] of knowing more spellsongs, and do have the flares; however, the primary benefit of those weapon styles lies in the raw initial damage being dealt by the weapon itself rather than the flares. (Some of the Brawling weapons can be swung twice in the same time it takes to swing a larger weapon once, which would be a total of four (4) chances for flares rather than only two (2).)


Training in [[Elemental Lore, Air]] provides a chance for the secondary flare to activate of 3% per seed 3 [[summation]] of ranks. This second chance is completely independent of the first, and has distinct messaging when triggered so the bard will know whether the weapon has flared the "first" time or the "second" time if there is only one flare. Unlike other benefits based on the summation chart, the seed 3 thresholds indicate 3% thresholds, but the benefit is provided continuously; each rank trained adds to the chance to flare.
=Making It Pretty=


:{| {{prettytable}} align="center"
As a very welcome Christmas present, on 25 December 2005 [[GameMaster|GM]] Mestys announced that customized Sonic Weapons were possible. All such alterations must follow the standard [[alteration]] limits, including the [[15/15/15]] rule; a "long" or "show" description is permitted.
!align="right"|Elemental Lore, Air ranks||1||2||3||7||12||18||25||33||42
*Such alterations are available for [[Sonic Blade Song (1012)]] as well as for [[Sonic Armor (1014)]] and [[Sonic Shield Song (1009)]].
|-
*<i>Incant 1012</i> to bring forth your special weapon.
|align="right"|Chance for secondary flare||1%||2%||3%||6%||9%||12%||15%||18%||21%
|-
|colspan="10"|
|-
!align="right" colspan="2"|Elemental Lore, Air ranks||52||63||75||88||102||117||133||150
|-
|align="right" colspan="2"|Chance for secondary flare||24%||27%||30%||33%||36%||39%||42%||45%
|}
::''Benefits are per rank''


==Behind the Scenes: Tactical Considerations==
=Example=


Common thinking about Sonic Weapons typically revolves around the flares: use the smallest, fastest weapon possible and maximize the damage (and/or additional results such as stuns, severed limbs, or death) from the flares. To this end, [[brawling]] weapons and small [[edged]] or [[Blunt Weapons|blunt]] weapons--daggers, short swords, cudgels, etc.--are typically selected for use.
<div {{log}}>

>prep 1012
Large, slow weapons of the [[Two-Handed Weapons|two-handed]] or [[Polearm Weapons|polearm]] types do benefit from the increased [[enchant]] of knowing more spellsongs, and do have the flares; however, the primary benefit of those weapon styles lies in the raw initial damage being dealt by the weapon itself rather than the flares. Some of the brawling weapons can be swung twice in the same time it takes to swing a larger weapon once, which would be a total of four chances for flares rather than only two.
You change your tune slightly, adding the element for Sonic Weapon Song to your song...

>sing trident
Bards choosing the route of spellcaster (usually after 30th level/gaining Disruption/1030) can also make excellent use of the song as a runestaff. Only single-target versions of spells will work--Unravel/1013 can cause one or both of the flares, but neither Depression/1015 nor (open) Disruption/1030 will, because area-of-effect spells should not flare--but they can cause flares even if their normal effect is nullified; casting Vibration Chant/1002 at a target with neither a weapon nor a shield, for example.
You weave another verse into your harmony.

You begin singing and focus your voice into a vortex of air shaped like a sonic trident, centered on your right hand.
==Messaging==
;Start
<pre{{log2}}>
>prep 1012
You change your tune slightly, adding the element for Sonic Weapon Song to your song...
>sing trident
You weave another verse into your harmony.
You begin singing and focus your voice into a vortex of air shaped like a sonic trident, centered on your right hand.
Sing Roundtime 3 Seconds.
Sing Roundtime 3 Seconds.
</pre>
(Forcing stance down to guarded)

</div>
;Primary flare (exists as part of the spell)
<pre{{log2}}>
** Your sonic <weapon name> unleashes a blast of sonic energy at <the target>! **
</pre>

;Secondary flare (conferred by Lore)
<pre{{log2}}>
** With a loud snap, a blast of energy bursts from your sonic <weapon>! **
</pre>

;End
<pre{{log2}}>
>stop 1012
Your sonic trident dissipates.
You stop singing Sonic Weapon Song.
</pre>


== Resources ==
= External Links =
*[[Sonic alteration]]
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1012 Bard Base Spell Circle: Sonic Weapon Song], on Play.net

Revision as of 13:32, 7 March 2021

Sonic Weapon Song (1012)
Mnemonic [SONICWEAPON]
Duration as long as bard
sings the spellsong
Attack Magic  
Subtype Create Weapon 
Target(s) {{{target}}} 
Interval {{{interval}}} 
Damage Type {{{dtype}}} 
State(s) Inflicted {{{status}}} 
Critical Type {{{ctype}}} 
Bard Base Spells
Holding Song (1001) Attack
Vibration Chant (1002) Attack
Fortitude Song (1003) Defensive
Purification Song (1004) Utility
Lullabye (1005) Attack
Song of Luck (1006) Utility
Kai's Triumph Song (1007) Offensive
Stunning Shout (1008) Attack
Sonic Shield Song (1009) Utility
Song of Valor (1010) Defensive
Song of Peace (1011) Utility
Sonic Weapon Song (1012) Utility
Song of Unravelling (1013) Utility
Sonic Armor (1014) Utility
Song of Depression (1015) Attack
Song of Rage (1016) Attack
Song of Noise (1017) Utility
Song of Power (1018) Utility
Song of Mirrors (1019) Defensive
Traveler's Song (1020) Utility
Singing Sword Song (1025) Utility
Song of Sonic Disruption (1030) Attack
Song of Tonis (1035) Defensive
Troubadour's Rally (1040) Utility

Sonic Weapon Song is similar to Sonic Shield Song (1009), except it creates a weapon to be wielded in the right hand. The base enchant of the weapon is +10 (2x), and is increased by +1 for every two Bard Base circle ranks, up to a maximum bonus of +35; essentially a 7x weapon. Because the spell rank bonus includes all of the ranks prior to learning the spell, and the spell itself, a Sonic Weapon will actually be +16 when the spell is learned (the bonus is also rounded up). Additionally, the bonus provided by spell ranks is not capped at level.

Training in the appropriate weapon type is required to be successful with using a Sonic Weapon, just as it is required to generate attack strength with a normal weapon. The exception is a runestaff, for which a bard must train just like a pure does to receive the appropriate defense.

Elemental flares of air--using the impact critical table--are inherent to the weapon when swung at a non-undead opponent. Unlike "normal" elemental flares in more common weapons, the Sonic Weapon can and frequently does flare sequentially, on back-to-back swings. This makes the flares from the song among the most highly regarded flares in GemStone. Training in Elemental Lore, Air provides a chance for the weapon to flare a second time.

Sonic weapons will persist for 60 seconds when STOWed, and for 60 seconds when DROPped. All Sonic Weapons weigh 1/10 of a pound (16 coins), benefiting encumbrance. Undead may be hunted with a non-flaring version of Sonic Weapon at its base bonus of +10; if used as a runestaff the weapon will not flare upon casting at undead targets, either.

Renewal Cost
4 mana

Usage

After preparing the spell, SING {weapon type} . If no weapon type is specified, the last one sung will be used.

Alternatively, INCANT 1012 {weapon type} .

The vast majority of nouns listed in the Weapon Guide are available through the spellsong, with the most notable exceptions being the katana, naginata, claidhmore, and missile weapons.

Lore Benefit

Training in Elemental Lore, Air provides a chance for the secondary flare to activate of 3% per seed 3 summation of ranks. This second chance is completely independent of the first, and has distinct messaging when triggered so the bard will know whether the weapon has flared the "first" time or the "second" time if there is only one flare. Unlike other benefits based on the summation chart, the seed 3 thresholds indicate 3% thresholds, but the benefit is provided continuously; each rank trained adds to the chance to flare.

Elemental Lore, Air ranks 1 2 3 7 12 18 25 33 42
Chance for secondary flare 1% 2% 3% 6% 9% 12% 15% 18% 21%
Elemental Lore, Air ranks 52 63 75 88 102 117 133 150
Chance for secondary flare 24% 27% 30% 33% 36% 39% 42% 45%
Benefits are per rank

Behind the Scenes: Tactical Considerations

Common thinking about Sonic Weapons typically revolves around the flares: use the smallest, fastest weapon possible and maximize the damage (and/or additional results such as stuns, severed limbs, or death) from the flares. To this end, brawling weapons and small edged or blunt weapons--daggers, short swords, cudgels, etc.--are typically selected for use.

Large, slow weapons of the two-handed or polearm types do benefit from the increased enchant of knowing more spellsongs, and do have the flares; however, the primary benefit of those weapon styles lies in the raw initial damage being dealt by the weapon itself rather than the flares. Some of the brawling weapons can be swung twice in the same time it takes to swing a larger weapon once, which would be a total of four chances for flares rather than only two.

Bards choosing the route of spellcaster (usually after 30th level/gaining Disruption/1030) can also make excellent use of the song as a runestaff. Only single-target versions of spells will work--Unravel/1013 can cause one or both of the flares, but neither Depression/1015 nor (open) Disruption/1030 will, because area-of-effect spells should not flare--but they can cause flares even if their normal effect is nullified; casting Vibration Chant/1002 at a target with neither a weapon nor a shield, for example.

Messaging

Start
>prep 1012 
You change your tune slightly, adding the element for Sonic Weapon Song to your song... 
>sing trident 
You weave another verse into your harmony. 
You begin singing and focus your voice into a vortex of air shaped like a sonic trident, centered on your right hand. 
Sing Roundtime 3 Seconds.
Primary flare (exists as part of the spell)
** Your sonic <weapon name> unleashes a blast of sonic energy at <the target>! **
Secondary flare (conferred by Lore)
** With a loud snap, a blast of energy bursts from your sonic <weapon>! **
End
>stop 1012 
Your sonic trident dissipates. 
You stop singing Sonic Weapon Song.

Resources