Energy Maelstrom (710)
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Creates a "raging tempest" in the area or "tightly focused tempest" on a single target. This causes several cycles of atmospheric abnormalities to pummel its victim(s). Duration and strength of the storm(s) depends upon the levels of caster and target. Additional casts of maelstrom can increase the duration and the strength of the spell.
Focused Maelstrom
INCANT or CAST {target} to initiate a storm directed at a single target. TARGET {target} to specify where you want the storm to be focused.
Damage and duration of this version is based upon level of the caster versus target. To control more individual tempests at once, Spell Aiming, Sorcerer spells known, Discipline, Discipline bonus, as well as the caster's level all play a role. A powerful sorcerer could, potentially, control up to 6 or 7 storms. Casting the spell at a target already under the effect of a targeted tempest will strengthen the storm, increasing its damage. Each subsequent cast in this manner will cost the full ten mana. The strength of the storm decreases over time, thus additional casts are most effective during build up cycles.
- About 2x Spell Aiming is expected to be proficient at using this version against targets higher in level than the caster.
- During the process of the storm, the duration of atmospheric spells (such as Spirit Barrier (102)) on the target can be degraded.
- Tempests will follow the target if it leaves the room, but will dissipate shortly afterward if the caster is not in the same room as the tempest.
Open Maelstrom
CAST to create a version which will damage any targets (players and creatures) in the immediate area. Only one tempest per caster can be open cast in a room at a time. The tempest's power and length is based upon the level of caster versus the level of the targets.
- Example of atmospheric disturbances during an active tempest:
A stiff breeze begins to swirl around you. [initial messaging] The winds swirl and intensify all around you, but you remain safely in the calm at the eye of the storm. [buildup cycle] Violent winds rip through the area! [damage cycle: impact] Brilliant flashes of lightning surround you! [damage cycle: lightning] Large hailstones whip through the area! [damage cycle: crush] The vortex of wind begins to weaken. [powerdown cycle] The storm subsides and the air is calm again. [end messaging]
Lore and Attunement Benefits
Casters are able to create elementally themed maelstroms based on their attunement with the primary element appearing more often in damage cycles, e.g. a fire themed maelstrom will deal heat damage more often than the other element types. Training in the appropriate Elemental Lore will increase the damage from those attacks but Elemental Lore, Air only modifies lightning and not vacuum attacks.
Training in any elemental lore will also increase the speed at which the storm forms, using a seed 1 summation of (elemental lores / 5) for -1 second per round. The maximum benefit is achieved at 75 elemental lore ranks. At that point, it takes less than 10 seconds for the storm to form and start attacking instead of the base time of 22 seconds.