Call Swarm (615): Difference between revisions
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The spell Call Swarm (615) allows the caster to call forth a swarm of insects to swarm against a foe.
The swarm will move onto a new target once the first target has been killed. The swarm will go so far as to move rooms to chase its target.
The swarm has several attack forms. The caster can control the initial attack based on the stance they take when casting the spell. Each additional attack is of a random type.
Casting Stance | Initial Attack Effect |
---|---|
Offensive | Knockdown |
Advanced | Damage |
Forward | DS penalty |
Neutral | AS penalty |
Guarded | Random Poison or Disease |
Defensive | Induce roundtime |
Lore Benefits
Spiritual Lore, Summoning affects this spell. The bonus is +1 on a seed 5 scale (+1 at 5 ranks, up to +16 at 200 ranks). The benefit varies depending on which type of attack that the swarm is performing (increased damage, increased penalties, increased roundtime, etc.).
Interactions with other spells
When Call Swarm is used on a creature that has been webbed via the Web (118) spell, the strength of the web is enhanced.
Surging like a single-minded entity, a swarm of insects converge on its webbed prey, surrounding a mountain lion in a frenzied grey haze. Inevitably, the sticky strands capture the insects, and their struggles bring forth a bevy of tiny black spiders, which encase the insects in silk, strengthening the original structure of the webbing.
Cast Roundtime 3 Seconds.
Until 10/27/09, only a ranger could harness nature in the manner necessary to control Call Swarm. While this is no longer accurate, it is fun to see:
You gesture at a horned vor'taz.
CS: +223 - TD: +182 + CvA: +25 + d100: +68 == +134
Warding failed!
[Rune Strength 44 - 23 Steal Spell Difficulty = 21]
As you concentrate and begin chanting, a luminescent aura lashes out to encircle a horned vor'taz.
The horned vor'taz gasps in agony as the aura completely envelops her.
... 5 points of damage!
Mild electric jolt sends the horned vor'taz into spasms.
The horned vor'taz is stunned!
The aura grows brighter then disappears in a brilliant flash. You seem to glow with power and the knowledge of Call Swarm.
Cast Roundtime 3 Seconds.
>
You beam!
>
You gesture at a horned vor'taz.
As the swarm of insects forms around you, you realize that you lack the Ranger's instincts needed to control it!
Cast Roundtime 3 Seconds.
>
A faint buzzing sound begins then grows louder as a small dark cloud forms and begins to move about wildly!
The swarm zips behind you and charges into you, knocking you to the ground!
Roundtime: 6 sec.
External Links
- Ranger Base Spell Circle: Call Swarm, on Play.net