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Call Wind (912)
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Mnemonic
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[CALLWIND]
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Duration
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Special
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Attack Magic - Disabling
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Subtype
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Maneuver
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Target(s)
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Ungrouped
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Interval
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One-shot
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State(s) Inflicted
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Prone, RT, Stanced
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|
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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 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.
This spell is strongly influenced by level and the number of Wizard Base spell ranks known. Elemental Lore, Air gives a chance of forming a windy vortex when casting Call Wind. 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.
Defending Against Call Wind
The following factors are considered in defense against Call Wind:
Lore Benefit
Training in Elemental Lore, Air provides a chance of summoning a vortex of 2% per seed 5 summation. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces roundtime.
Elemental Lore, Air ranks |
5 |
11 |
18 |
26 |
35 |
45 |
56 |
68 |
81 |
95 |
110 |
126 |
143 |
161 |
180 |
200 |
221 |
243
|
Chance for vortex |
2 |
4 |
6 |
8 |
10 |
12 |
14 |
16 |
18 |
20 |
22 |
24 |
26 |
28 |
30 |
32 |
34 |
36
|
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