Call Wind (912): Difference between revisions
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{{spell | name = Call Wind | number = 912 | mnemonic = CALLWIND | duration = Special |
{{spell | name = Call Wind | number = 912 | mnemonic = CALLWIND | duration = Special |
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| type = Attack ([[maneuver]]) }} |
| type = Attack ([[maneuver]]) }} |
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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 [[RT]] 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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== Factors Affecting Call Wind == |
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This spell is strongly influenced by level. [[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 [[encumberance]] of the target of the spell is also almost certainly a factor. |
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== Spell Usage == |
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* [[INCANT]] or [[CAST]] to invoke this spell at a target. |
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== External Links == |
== External Links == |
Revision as of 16:19, 6 July 2006
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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. 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 encumberance of the target of the spell is also almost certainly a factor.
Spell Usage
External Links
Official Spell Description: http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#912