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 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 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 (no aftershocks). 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.


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

Revision as of 18:35, 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 (no aftershocks). 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.

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

Usage

  • PREP 909 | CAST or INCANT 909 to cast the open cast version of the spell.
  • EVOKE 909 to infuse a character with charges, which are later activated using:
Foot STOMP
Runestaff TAP
Two-handed weapon
(e.g. maul)
POUND
  • These activators differ only in flavor messaging and are used alone without a target (i.e., just TAP, not TAP RUNESTAFF)

Mana Control Benefit

Training in Elemental Mana Control will reduce the mana cost of using a charge of the self-cast version of the spell by one each at 75 ranks and 150 ranks.

Elemental Mana Control ranks 0 75 150
Self-cast charge activation mana cost 5 4 3

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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