See the Wind (2.0)

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Ranger thumb.jpgRanger Guild
See the Wind
Abbreviation: STW
Prerequisites: None
Minimum Prep: 5
Casting Cap: 60
Valid Spell Target: self, others
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 a bow. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable.
Example Messaging: As a growing <animal> sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.

The glowing lines fade away along with the See the Wind spell.

Notes

  • Maximum duration is 21 minutes.
  • Can be capped with (at least) 173 PM/175 harness.
  • This spell is percentage based, rather than a flat rank bonus. Increasing the mana used with the spell will extend duration but not increase the bonus. This spell will work with all ranged weapons, including thrown weapons.
  • A second cast, while the spell is already in effect, will not replace the original cast, but will instead have no effect. For example, a cast at 5, followed directly by a cast at 20, will last for the duration of the 5. The 20-prep will have no effect whatsoever.
  • As a secondary effect, a Ranger can load and fire a stickbow, with no penalty while wearing a small shield on their arm, as long as this spell is in effect. They still can not block with this shield while holding a loaded stickbow.
  • Each character has a different animal sense, determined by the last number in the characters PIN.
No. Archetype
1 Canine
2 Reptilian
3 Arachnid
4 Crocodilian
5 Serpentine
6 Bovine
7 Avian
8 Amphibian
9 Equine
0 Feline