Call Wind (912): Difference between revisions
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==Lore Benefit== |
==Lore Benefit== |
Revision as of 19:51, 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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Usage
- PREP 912 | CAST or INCANT 912 to cast this spell against against anything not grouped to the caster. For INCANT, a target must be visible in the room
- INCANT 912 OPEN to open cast this spell once using INCANT (when a target is not visible)
- INCANT SET OPEN 912 to always open cast this spell using INCANT 912
Lore Benefit
Training in Elemental Lore, Air provides a chance of summoning a vortex of 2% per seed 5 summation. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces roundtime.
Elemental Lore, Air ranks 5 11 18 26 35 45 56 68 81 Chance for vortex 2% 4% 6% 8% 10% 12% 14% 16% 18% Elemental Lore, Air ranks 95 110 126 143 161 180 200 221 243 Chance for vortex 20% 22% 24% 26% 28% 30% 32% 34% 36%
Messaging
This section has not been added yet; please add to it now!