Call Wind (912): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
(modernization in progress)
Line 1: Line 1:
{{work-in-progress}}
{{spell
{{spell
| mnemonic = CALLWIND
| mnemonic = CALLWIND
Line 11: Line 12:
| navigation = {{Wizard base navigation}}
| navigation = {{Wizard base navigation}}
}}
}}
__TOC__
'''Call wind''' causes a fierce wind to rip through the area, knocking down, [[Stunned|stunning]], forcing into more offensive [[stance]]s, and/or inducing [[roundtime]] for surrounding [[character]]s and [[creature]]s. 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.
'''Call wind''' causes a fierce wind to rip through the area, knocking down, [[Stunned|stunning]], forcing into more offensive [[stance]]s, and/or inducing [[RT]] for surrounding [[character]]s and [[creature]]s. Everyone outside of the caster's group in the room is subject to a [[hidden roll]] to determine the magnitude of the effects.
__NOTOC__
== Factors Affecting Call Wind ==


==Defending Against 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 [[character]]s or [[creature]]s and induces [[RT]]. 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.
The following factors are considered in defense against Call Wind:


{|
=== Factors Defending Against Call Wind ===
|
*caster/target [[level]]
*Caster/target [[level]]
*[[DEX]] stat
*[[DEX]] stat
*[[STR]] stat
*[[STR]] stat
*[[Physical Fitness]]
*[[Physical Fitness]]
|
*[[Encumbrance]]
*[[Encumbrance]]
*[[Mobility (618)]]
*[[Mobility (618)]]
*[[Prayer (313)]]
*[[Prayer (313)]]
*[[Song of Luck (1006)]]
*[[Song of Luck (1006)]]
|}


== Spell Usage ==
==Lore Benefit==
Training in [[Elemental Lore, Air]] provides a 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces [[RT]].

* [[INCANT]] or [[CAST]] to invoke this spell at a target.


== External Links ==
== External Links ==
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#912 Wizard Base Spell Circle: Call Wind], on Play.net
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#912 Wizard Base Spell Circle: Call Wind], on Play.net

[[Category: Wizard Base Spells]]

Revision as of 10:48, 22 January 2016

This article is a work in progress!
Call Wind (912)
Mnemonic [CALLWIND]
Duration Special
Attack Magic - Disabling  
Subtype Maneuver 
Target(s) Ungrouped 
Interval One-shot 
State(s) Inflicted Prone, RT, Stanced
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 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 2% chance of summoning a vortex occurs at five ranks, while the maximum of 30% is achieved at 200 ranks. The vortex will remain in the area and randomly set upon ungrouped characters or creatures and induces RT.

External Links