Wizard Spell Requests: Difference between revisions

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(Created page with " ===514:=== * Allow the spell to be evoked, and provide protection against open-roll disarm maneuvers. Base duration 1200 + 60s per spell known. ===515:=== * Allow the spell...")
 
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===509:===
* Training in EL:F increases strength bonus, providing melee based AS.


===514:===
===514:===
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* 520 + Fire Lore = Instead of allowing you to stance up from a lower stance, it reduces the targets stance by X. So even if they're turtled you can hit them as if they're in offensive.
* 520 + Fire Lore = Instead of allowing you to stance up from a lower stance, it reduces the targets stance by X. So even if they're turtled you can hit them as if they're in offensive.

===902:===
* Training in EL:F unlocks the potential for any weapon currently under the spells effect to flare more often.

===909:===
* Training in EL:F unlocks the ability for a burst of magma to explode from the tremor causing a critical.

===912:===
* Training in EL:F causes the gust of air to become super heated, causing damage in addition to the knockdown.
* Training in EL:W causes the gust of air to become sub zero, causing damage in addition to the knockdown.

===914:===
* Training in EL:F changes the spell into a firestorm that is able to incinerate armor up to ASG12, and weapons made of wood in addition to damage. The spell is also changed to SvR2 and no longer DoT - # of crits is based on a combination of wizard spell ranks, air lore ranks, or fire lore ranks.

Revision as of 12:54, 5 April 2019

509:

  • Training in EL:F increases strength bonus, providing melee based AS.

514:

  • Allow the spell to be evoked, and provide protection against open-roll disarm maneuvers. Base duration 1200 + 60s per spell known.

515:

  • Allow the spell to automatically refresh at 1.5x the base mana cost.
  • Allow the spell to be evoked, and do a triple cast.
>incant 910
Your hands glow with power as you invoke the phrase for Major Shock...
Your spell is ready.
You hurl a powerful lightning bolt at a triton radical!
AS: +332 vs DS: +263 with AvD: +39 + d100 roll: +92 = +200
... and hit for 75 points of damage!
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.
... and hit for 57 points of damage!
Stunning arc of electricity fuses right arm at elbow.
... and hit for 44 points of damage!
Horrid jolt to neck explodes vocal cords. The triton radical gurgles in response.
The triton radical collapses, gurgling once with a wrathful look on its face before expiring.
Cast Roundtime 3 Seconds.

520:

  • Allow 520 to block the dispel effect that elementals have in the Confluence.
  • 520 + Fire Lore = Instead of allowing you to stance up from a lower stance, it reduces the targets stance by X. So even if they're turtled you can hit them as if they're in offensive.

902:

  • Training in EL:F unlocks the potential for any weapon currently under the spells effect to flare more often.

909:

  • Training in EL:F unlocks the ability for a burst of magma to explode from the tremor causing a critical.

912:

  • Training in EL:F causes the gust of air to become super heated, causing damage in addition to the knockdown.
  • Training in EL:W causes the gust of air to become sub zero, causing damage in addition to the knockdown.

914:

  • Training in EL:F changes the spell into a firestorm that is able to incinerate armor up to ASG12, and weapons made of wood in addition to damage. The spell is also changed to SvR2 and no longer DoT - # of crits is based on a combination of wizard spell ranks, air lore ranks, or fire lore ranks.