Call Wind (912): Difference between revisions

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| interval = One-shot
| interval = One-shot
| dtype = None
| dtype = None
| mana_cost = 8
| status = [[Prone]], [[RT]], Stanced
| status = [[Prone]], [[Staggered]], Stanced, Disengaged
| ctype = None
| ctype = None
| 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]] (RT) for surrounding [[character]]s and [[creature]]s. As an [[area of effect]] spell, everyone outside of the caster's group in the room is subject to a [[hidden roll]] to determine the magnitude of the effects.
<section begin=description /><noinclude>'''Call Wind''' causes</noinclude><includeonly>Causes</includeonly> a fierce wind to rip through the area. This can knock down, [[stun]], force the target into a more offensive [[stance]], and apply [[Staggered]] and [[Disengaged]]. <section end=description /> As an [[area of effect]] spell, 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. 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. [[Elemental Lore, Air]] gives a chance of forming a windy vortex when casting Call Wind, possibly causing additional RT.
This spell is strongly influenced by [[level]] and the number of [[Wizard Base]] spell ranks known. 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. [[Elemental Lore, Air]] gives a chance of forming a windy vortex when casting Call Wind, possibly causing additional RT.

Latest revision as of 20:23, 1 January 2024

AOE/Multi-target spells underwent a revamp in December 2020. Until this article is updated, be sure to read the saved posts

Call Wind (912)
Mnemonic [CALLWIND]
Duration Special
Mana Cost 8
Attack Magic - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Interval One-shot 
State(s) Inflicted Prone, Staggered, Stanced, Disengaged
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility

Call Wind causes a fierce wind to rip through the area. This can knock down, stun, force the target into a more offensive stance, and apply Staggered and Disengaged. As an area of effect spell, 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. 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. Elemental Lore, Air gives a chance of forming a windy vortex when casting Call Wind, possibly causing additional RT.

Defending Against Call Wind

The following factors are considered in defense against Call Wind:

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 of ranks. The vortex will remain in the area and randomly set upon ungrouped characters or creatures, inducing 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%

Magical Items and Scrolls

Call Wind (912) has increased effect with Wizard Base spell ranks.

If cast from a magic item or a scroll, the effective spell rank is determined by the larger of either the user's natively trained Wizard Base spell ranks, or a phantom spell rank calculated based on Magic Item Use or Arcane Symbols, respectively. This calculated rank is identical for all activation verbs.

Effective Spell Rank (MIU/AS)
0.5 per MIU/AS rank up to caster level
0.33 per MIU/AS rank up to 2x caster level
0.1 per MIU/AS rank above 2x caster level

Messaging

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Resources