Call Wind (912)

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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 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
Chance for vortex 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36

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