Tailwind (2.0): Difference between revisions
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|abbrev=TW |
|abbrev=TW |
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|prereqs=[[Zephyr]] |
|prereqs=[[Zephyr]] |
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|minprep= |
|minprep=8 |
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|castcap= |
|castcap=70 |
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|validtarget=Self |
|validtarget=Self |
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|desc=The Tailwind spell shifts the winds to the target's favor, increasing his accuracy with a bow or throw weapon while decreasing the accuracy of other people or creatures in the area. |
|desc=The Tailwind spell shifts the winds to the target's favor, increasing his accuracy with a bow or throw weapon while decreasing the accuracy of other people or creatures in the area. |
Revision as of 05:52, 10 July 2008
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Abbreviation: | TW | |
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Prerequisites: | Zephyr | |
Signature: | No | |
Spell Slots: | Unknown | |
Mana Type: | Unknown | |
Spell Type: | Unknown / Unknown | |
Difficulty: | Unknown | |
Prep (min/max): | 8 / 70 | |
Skill Range (min/max): | Unknown / Unknown | |
Valid Spell Target: | Self | |
Duration (min/max): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
Description: | The Tailwind spell shifts the winds to the target's favor, increasing his accuracy with a bow or throw weapon while decreasing the accuracy of other people or creatures in the area.
If cast when at the surface of deep water, the Tailwind spell can not form fully and will not aid ranged weaponry. Instead, the winds can only gain enough power to create a pocket of air around the caster's head, but this can prove useful below the waves. You'll need to be near the surface of the water for this to work. | |
Effect: | Unknown | |
Example Messaging: | Unknown | |
Devices/Tattoos: | No devices or tattoos documented. |