Call Swarm (615): Difference between revisions

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Revision as of 05:39, 23 May 2019

Call Swarm (615)
Mnemonic [CALLSWARM]
Duration Variable
Not Stackable
Not Refreshable
Attack Magic - Damage - Disabling  
Subtype Maneuver 
Target(s) Creatures 
Interval  
Damage Type Hitpoint 
State(s) Inflicted Knockdown & RT 
Critical Type Poisoned, Diseased 
Ranger Base Spells
Natural Colors (601) Defensive
Resist Elements (602) Defensive
Wild Entropy (603) Attack
Nature's Bounty (604) Utility
Barkskin (605) Defensive
Phoen's Strength (606) Offensive
Sounds (607) Attack
Camouflage (608) Offensive
Sun Burst (609) Attack
Tangle Weed (610) Attack
Moonbeam (611) Attack
Breeze (612) Utility
Self Control (613) Defensive
Imbue (614) Utility
Call Swarm (615) Attack
Spike Thorn (616) Attack
Sneaking (617) Utility
Mobility (618) Defensive
Mass Calm (619) Attack
Resist Nature (620) Utility
Nature's Touch (625) Defensive
Animal Companion (630) Utility
Nature's Fury (635) Attack
Wall of Thorns (640) Defensive
Assume Aspect (650) Utility


Using his/her innate ability to interact with nature, the ranger summons insects from the surrounding area to swarm against a foe. The venomous bites of the swarm of insects and their distracting noise aid the ranger on the battleground.

When casting Call Swarm, the ranger's stance will determine the initial attack that the swarm will inflict upon its target. Only the initial effect is controllable; subsequent effects will be random. Success of the spell is based on the ranger's relative level, Discipline and Influence stat bonuses, and dedication to the Ranger Base spell circle.

The swarm will move onto a new target once the first target has been killed, and will move rooms to chase its target. Training in Spiritual Lore, Summoning will increase the potency of the various effects.

Stance Initial Attack Effect
Offensive Knockdown
Advanced 25 Base damage
Forward Defensive strength (DS) penalty
Neutral Attack strength (AS) penalty
Guarded Random poison or disease base 5/round -1/round
Defensive Induce roundtime (RT)

Lore Benefit

Training in Spiritual Lore, Summoning increases any effect by +1 per seed 5 summation of ranks. The benefit varies depending on which type of attack that the swarm is performing (increased damage, increased penalties, increased roundtime, etc.).

Spiritual Lore, Summoning ranks 5 11 18 26 35 45 56 68 81 95 110 126 143
Increased potency of any effect 1 2 3 4 5 6 7 8 9 10 11 12 13

Interaction with Web (118)

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.

Magical Items and Scrolls

Call Swarm (615) has increased effect with Ranger 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 Ranger 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.

Semi-Profession Effective Spell Rank (MIU/AS)
0.25 per MIU/AS rank up to caster level
0.165 per MIU/AS rank up to 2x caster level
0.05 per MIU/AS rank above 2x caster level

Messaging

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