Call Wind (912): Difference between revisions

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'''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.
'''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]] (RT) for surrounding [[character]]s and [[creature]]s. As an [[area of effect]] spell, 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.
This spell is strongly influenced by [[level]] and the number of [[Wizard Base]] spell ranks known. 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. [[Elemental Lore, Air]] gives a chance of forming a windy vortex when casting Call Wind, possibly causing additional RT.


==Defending Against Call Wind==
==Defending Against Call Wind==
The following factors are considered in defense against Call Wind:
The following factors are considered in defense against Call Wind:

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==Lore Benefit==
==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.
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, inducing roundtime.


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Revision as of 20:54, 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 (RT) for surrounding characters and creatures. As an area of effect spell, 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. 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. Elemental Lore, Air gives a chance of forming a windy vortex when casting Call Wind, possibly causing additional RT.

Defending Against Call Wind

The following factors are considered in defense against Call Wind:

Usage

  • PREP 912 | CAST or INCANT 912 to cast this spell against against anything not grouped to the caster. For INCANT, a target must be visible in the room
  • INCANT 912 OPEN to open cast this spell once using INCANT (when a target is not visible)
  • INCANT SET OPEN 912 to always open cast this spell using INCANT 912

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, inducing roundtime.

Elemental Lore, Air ranks 5 11 18 26 35 45 56 68 81
Chance for vortex 2% 4% 6% 8% 10% 12% 14% 16% 18%
Elemental Lore, Air ranks 95 110 126 143 161 180 200 221 243
Chance for vortex 20% 22% 24% 26% 28% 30% 32% 34% 36%

Messaging

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Resources