Call Wind (912)

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Call Wind (912)
Mnemonic [CALLWIND]
Base Duration {{{base_dur}}}
Added Duration {{{add_dur}}}
Span {{{span}}}
Attack Magic  
Subtype Maneuver 
Target(s) {{{target}}} 
Interval {{{interval}}} 
Damage Type {{{dtype}}} 
State(s) Inflicted {{{status}}} 
Critical Type {{{ctype}}} 
Wizard Base Spells
Minor Shock (901) Attack
Minor Elemental Edge (902) Offensive
Minor Water (903) Attack
Minor Acid (904) Attack
Prismatic Guard (905) Defensive
Minor Fire (906) Attack
Major Cold (907) Attack
Major Fire (908) Attack
Tremors (909) Attack
Major Shock (910) Attack
Mass Blur (911) Defensive
Call Wind (912) Attack
Melgorehn's Aura (913) Defensive
Sandstorm (914) Attack
Weapon Fire (915) Attack
Invisibility (916) Utility
Earthen Fury (917) Attack
Duplicate (918) Utility
Wizard's Shield (919) Defensive
Call Familiar (920) Utility
Enchant (925) Utility
Familiar Gate (930) Utility
Core Tap (950) Utility


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 and the number of Wizard Base spell ranks known. 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