See the Wind

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Ranger thumb.jpgRanger Guild


See the Wind
Abbreviation: STW
Prerequisites: -
Signature: Yes
Spell Slots: 1
Mana Type: Life Magic
Spell Type: standard / augmentation
Difficulty: intro
Prep (min/max): 1 / 100
Skill Range (min/max): 0 / 400
Valid Spell Target: Self
Duration (min/max): 10 minutes / 40 minutes
Justice: This spell is legal to cast in Justice Zones.
Corruption: This spell does not cause Divine Outrage or some other form of Sorcerous Corruption.
Description: The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable.
Effect: +Bows skill, +Crossbows skill, +Heavy Thrown skill, +Light Thrown skill, +Slings skill, enables dual load
Example Messaging: You gesture.

The glowing lines fade away along with the See the Wind spell. As a growing reptilian sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.

Devices/Tattoos: Item:Rough wooden mask painted with a detailed wave pattern, Rough wooden mask painted with a detailed wave pattern

Notes

  • Animal sense messaging varies from character to character (based off the last digit of your PIN number).
  • Enables Dual load for Rangers who know that ability.
Last Digit Animal Aspect
0 Feline
1 Canine
2 Reptilian
3 Arachnid
4 Crocodilian
5 Serpentine
6 Bovine
7 Avian
8 Amphibian
9 Equine