Tremors (909): Difference between revisions

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'''Tremors''' causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion). The strength of the initial tremor is randomly strong or weak, and the series of aftershocks progressively weaken in strength from the initial tremor. As an [[area of effect]] spell, everyone outside of the caster's group is subject to a warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their [[evade]] [[block]] [[parry]] (EBP)% for 10 seconds (described in detail [[#Lore Benefits|below]]). Prone targets that would have failed the knock-down roll also receive said penalty.


'''Tremors''' causes the ground to begin to shake violently, making it hard to stand. The quake is followed by a series of aftershocks, which function identically. Everyone outside of the caster's group in the area is subject to a (probably level based) warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their EBP% of (5 + (seed 4 EL:E summation / 2))% for 10 seconds. Prone targets that would have failed the knock-down roll also receive said penalty.

Although this spells functions similarly to the [[Arcane]] spell [[Quake (1714)]], it is less disruptive in that it does not affect adjacent rooms.
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== Factors Affecting Tremors ==
* Level?

== Self-Cast ==
Tremors can also be self-cast by preparing and then [[EVOKE (verb)|evoking]] the spell. This will imbue the caster with the 5 charges of Tremors. The caster can then STOMP the ground, causing a single set of tremors at a cost of 5 mana and one charge. The self-cast version of Tremors has a duration of 20 minutes + ([[Wizard Base]] ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.
Tremors can also be self-cast by preparing and then [[EVOKE (verb)|evoking]] the spell. This will imbue the caster with the 5 charges of Tremors. The caster can then STOMP the ground, causing a single set of tremors at a cost of 5 mana and one charge. The self-cast version of Tremors has a duration of 20 minutes + ([[Wizard Base]] ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.


Characters can also use their weapon to cause the shockwave. Using TAP will cause a runestaff or similar weapon to summon the tremors, while characters equipped with a maul or other such weapon can POUND. No target should be used in either situation (i.e., POUND, do not POUND MAUL).
Characters can also use their weapon to cause the shockwave. Using TAP will cause a runestaff or similar weapon to summon the tremors, while characters equipped with a maul or other such weapon can POUND. No target should be used in either situation (i.e., POUND, do not POUND MAUL).


Although this spells seemingly functions similarly to the [[Arcane]] spell [[Quake (1714)]], it does not affect adjacent rooms, and creatures do not receive [[roundtime]] when they fall.
=== Earth Lore ===
Character with enough training in [[Elemental Lore, Earth]] will receive more charges when self-casting Tremors.


==Usage==
The base number of charges is 5, with a bonus charge for 20, 50, 90, 150, and 200 ranks.


=== Elemental Mana Control ===
== Mana Control Benefit ==
Chararacters with enough [[Elemental Mana Control]] will expend less mana when using a charge of Tremors.
Chararacters with enough [[Elemental Mana Control]] will expend less mana when using a charge of Tremors.


Base cost of 5 mana, -1 for 75 ranks of EMC, and another -1 for 150 ranks of EMC.
Base cost of 5 mana, -1 for 75 ranks of EMC, and another -1 for 150 ranks of EMC.


== Lore Benefits ==
Any targets knocked down by Tremors will suffer a penalty to their [[evade]] [[block]] [[parry]] (EBP)% of [5 + (seed 4 [[Elemental Lore, Earth]] [[summation]] / 2)]% for 10 seconds.
Character with enough training in [[Elemental Lore, Earth]] will receive more charges when self-casting Tremors.

The base number of charges is 5, with a bonus charge for 20, 50, 90, 150, and 200 ranks.


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Revision as of 17:46, 9 November 2015

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Tremors (909)
Mnemonic [TREMORS]
Duration Instantaneous
Attack Magic - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Interval {{{interval}}} 
State(s) Inflicted Prone
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

Tremors causes a disruption in the magical aura of an area, causing the area to begin shaking in what seems like a very minor earthquake, complete with aftershocks (except that it is an illusion). The strength of the initial tremor is randomly strong or weak, and the series of aftershocks progressively weaken in strength from the initial tremor. As an area of effect spell, everyone outside of the caster's group is subject to a warding roll to remain standing. Any targets knocked down by Tremors will suffer a penalty to their evade block parry (EBP)% for 10 seconds (described in detail below). Prone targets that would have failed the knock-down roll also receive said penalty.

Tremors can also be self-cast by preparing and then evoking the spell. This will imbue the caster with the 5 charges of Tremors. The caster can then STOMP the ground, causing a single set of tremors at a cost of 5 mana and one charge. The self-cast version of Tremors has a duration of 20 minutes + (Wizard Base ranks * 60 seconds). Re-evoking Tremors refreshes both the duration and the number of charges.

Characters can also use their weapon to cause the shockwave. Using TAP will cause a runestaff or similar weapon to summon the tremors, while characters equipped with a maul or other such weapon can POUND. No target should be used in either situation (i.e., POUND, do not POUND MAUL).

Although this spells seemingly functions similarly to the Arcane spell Quake (1714), it does not affect adjacent rooms, and creatures do not receive roundtime when they fall.

Usage

Mana Control Benefit

Chararacters with enough Elemental Mana Control will expend less mana when using a charge of Tremors.

Base cost of 5 mana, -1 for 75 ranks of EMC, and another -1 for 150 ranks of EMC.

Lore Benefits

Any targets knocked down by Tremors will suffer a penalty to their evade block parry (EBP)% of [5 + (seed 4 Elemental Lore, Earth summation / 2)]% for 10 seconds. Character with enough training in Elemental Lore, Earth will receive more charges when self-casting Tremors.

The base number of charges is 5, with a bonus charge for 20, 50, 90, 150, and 200 ranks.

Alchemy Recipe

A jagged brown crystal
  1. Add crystalline solution
  2. Add 2 doses of boar tusk from great boars
  3. Add powdered clear topaz
  4. Boil
  5. Add coarse glittering earth
  6. Simmer
  7. Infuse
  8. Chant Tremors (909)

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