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Call Wind (912)
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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:
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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 |
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Chance for vortex | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 |
External Links
- Wizard Base Spell Circle: Call Wind, on Play.net