Call Swarm (615): Difference between revisions

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Revision as of 01:44, 4 January 2015

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


The spell Call Swarm (615) allows the caster to call forth a swarm of insects to swarm against a foe.

The swarm will move onto a new target once the first target has been killed. The swarm will go so far as to move rooms to chase its target.

The swarm has several attack forms. The caster can control the initial attack based on the stance they take when casting the spell. Each additional attack is of a random type.

Casting Stance Initial Attack Effect
Offensive Knockdown
Advanced Damage
Forward DS penalty
Neutral AS penalty
Guarded Random Poison or Disease
Defensive Induce roundtime

Lore Benefits

Spiritual Lore, Summoning affects this spell. The bonus is +1 on a seed 5 scale (+1 at 5 ranks, up to +16 at 200 ranks). The benefit varies depending on which type of attack that the swarm is performing (increased damage, increased penalties, increased roundtime, etc.).

Interactions with other spells

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.


Until 10/27/09, only a ranger could harness nature in the manner necessary to control Call Swarm. While this is no longer accurate, it is fun to see:

You gesture at a horned vor'taz.
 CS: +223 - TD: +182 + CvA: +25 + d100: +68 == +134
 Warding failed!
[Rune Strength 44 - 23 Steal Spell Difficulty = 21]
As you concentrate and begin chanting, a luminescent aura lashes out to encircle a horned vor'taz.

The horned vor'taz gasps in agony as the aura completely envelops her.
 ... 5 points of damage!
 Mild electric jolt sends the horned vor'taz into spasms.
 The horned vor'taz is stunned!
The aura grows brighter then disappears in a brilliant flash. You seem to glow with power and the knowledge of Call Swarm.
Cast Roundtime 3 Seconds.
>
You beam!
>
You gesture at a horned vor'taz.
As the swarm of insects forms around you, you realize that you lack the Ranger's instincts needed to control it!
Cast Roundtime 3 Seconds.
>
A faint buzzing sound begins then grows louder as a small dark cloud forms and begins to move about wildly!
The swarm zips behind you and charges into you, knocking you to the ground!
Roundtime: 6 sec.

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