Call Wind (912): Difference between revisions
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== Factors Affecting Call Wind == |
== Factors Affecting Call Wind == |
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This spell is strongly influenced by [[level]] and the number of [[Wizard Base]] spell ranks known. [[Elemental Lore, Air]] gives a chance of forming a windy vortex when casting Call Wind. A 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks of air lore. The vortex will remain in the area and randomly set upon ungrouped [[character]]s or [[creature]]s and induces [[RT]]. The change in [[stance]] is determined by the magnitude of the failure of a [[hidden roll]]. The [[ |
This spell is strongly influenced by [[level]] and the number of [[Wizard Base]] spell ranks known. [[Elemental Lore, Air]] gives a chance of forming a windy vortex when casting Call Wind. A 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks of air lore. The vortex will remain in the area and randomly set upon ungrouped [[character]]s or [[creature]]s and induces [[RT]]. The change in [[stance]] is determined by the magnitude of the failure of a [[hidden roll]]. The [[encumbrance]] of the target of the spell is also almost certainly a factor. |
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== Spell Usage == |
== Spell Usage == |
Revision as of 01:20, 16 August 2008
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Call wind causes a fierce wind to rip through the area, knocking down, stunning, forcing into more offensive stances, and/or inducing RT for surrounding characters and creatures. Everyone outside of the caster's group in the room is subject to a hidden roll to determine the magnitude of the effects.
Factors Affecting Call Wind
This spell is strongly influenced by level and the number of Wizard Base spell ranks known. Elemental Lore, Air gives a chance of forming a windy vortex when casting Call Wind. A 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks of air lore. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces RT. The change in stance is determined by the magnitude of the failure of a hidden roll. The encumbrance of the target of the spell is also almost certainly a factor.
Spell Usage
External Links
- Wizard Base Spell Circle: Call Wind, on Play.net