Words of the Wind

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Bard thumb.jpgBard Guild

Words of the Wind
Abbreviation: WORD
Prerequisites: Circle 20, Ellie's Cry
Signature: No
Spell Slots: 2
Mana Type: Elemental Magic
Spell Type: ritual / augmentation
Difficulty: basic
Prep (min/max): 50 / 600
Skill Range (min/max): 10 / 600
Valid Spell Target: Self
Duration (min/max): 30 minutes / 90 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 development of Words of the Wind represents a rather radical departure from traditional thinking. The majority of Bardic Magic is based on the use of sound and music to invoke the elements, whereas this spell is based on an idea first proposed by Karovaas in conjunction with the Warrior Mages of Aesry. Their notion was to reverse the process, and as a result Words of the Wind instills you with the very essence of Air, granting wisdom and an enhanced aptitude for the Bardic arts. While this fairly simple idea has driven the development of several derivative patterns an individual may still only embody one element at a time.
Effect: +Bardic Lore skill, +Wisdom (stat), +Mojo regeneration, +enhances Segue
Example Messaging: You gaze towards the sky above seeking the strongest flows of Air.

Having located a suitably abundant flow of Air, you inhale sharply filling yourself with the tranquil element. As it drifts through your body the Fire already residing there is carried from you in a fleeting torrent of heat and passion. The Air quickly snuffs your passion and anger leaving you with a sense of serenity and increased rapport with your surroundings. The abrupt transition leaves you stunned!

Devices/Tattoos: No devices or tattoos documented.


  • Ritual spells may require the use of a ritual focus.
  • Increases mojo/inspiration regeneration by about 300%.[1]
  • Extends the cyclic pulse haste from Segue. It will extend it by at least one cyclic pulse.[2]
  • Replaces any other Elemental Invocation ritual you have active, causing a long stun if one is replaced. RELEASE your other spell first to avoid the stun.