Call Wind (912): Difference between revisions
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{{spell |
{{spell |
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| mnemonic = CALLWIND |
| mnemonic = CALLWIND |
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| navigation = {{Wizard base navigation}} |
| navigation = {{Wizard base navigation}} |
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⚫ | '''Call wind''' causes a fierce wind to rip through the area, knocking down, [[Stunned|stunning]], forcing into more offensive [[stance]]s, and/or inducing [[roundtime]] for surrounding [[character]]s and [[creature]]s. Everyone outside of the caster's group in the room is subject to a [[hidden roll]] to determine the magnitude of the effects. |
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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. 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 a factor. |
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⚫ | '''Call wind''' causes a fierce wind to rip through the area, knocking down, [[Stunned|stunning]], forcing into more offensive [[stance]]s, and/or inducing [[ |
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== 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 |
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The following factors are considered in defense against Call Wind: |
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*Caster/target [[level]] |
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*[[DEX]] stat |
*[[DEX]] stat |
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*[[STR]] stat |
*[[STR]] stat |
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*[[Physical Fitness]] |
*[[Physical Fitness]] |
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*[[Encumbrance]] |
*[[Encumbrance]] |
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*[[Mobility (618)]] |
*[[Mobility (618)]] |
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*[[Prayer (313)]] |
*[[Prayer (313)]] |
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*[[Song of Luck (1006)]] |
*[[Song of Luck (1006)]] |
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==Lore Benefit== |
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Training in [[Elemental Lore, Air]] provides a 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces [[RT]]. |
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* [[INCANT]] or [[CAST]] to invoke this spell at a target. |
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== External Links == |
== External Links == |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#912 Wizard Base Spell Circle: Call Wind], on Play.net |
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#912 Wizard Base Spell Circle: Call Wind], on Play.net |
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[[Category: Wizard Base Spells]] |
Revision as of 09:48, 22 January 2016
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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 roundtime 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.
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. 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 a factor.
Defending Against Call Wind
The following factors are considered in defense against Call Wind:
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Lore Benefit
Training in Elemental Lore, Air provides a 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces RT.
External Links
- Wizard Base Spell Circle: Call Wind, on Play.net