Call Swarm (615)

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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.).

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