Call Wind (912): Difference between revisions
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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, knocking down, [[Stunned|stunning]], forcing into more offensive [[stance]]s, and/or inducing [[roundtime]] (RT) for surrounding [[character]]s and [[creature]]s.<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. |
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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. |
Revision as of 21:26, 17 January 2023
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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 (RT) for surrounding characters and creatures. 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:
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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 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) |
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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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