See the Wind (2.0): Difference between revisions

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{{spell
{{OSpell
|name=See the Wind
|name=See the Wind
|abbrev=STW
|prereqs=None
|minprep=5
|minprep=5
|castcap=60
|castcap=60
|abbrev=STW
|validtarget=self, others
|validtarget=self, others
|guild=Ranger
|spellbook=Animal Abilities
|prereqs=None
|desc=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.
|desc=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.
|messaging=As a growing '''ANIMAL''' sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.
|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.
The glowing lines fade away along with the See the Wind spell.

|guild=Ranger
|spellbook=Animal Abilities
|magictype=Life
|spelltype=Buffing
|spelltype=Buffing
|tier=first
|scroll=No
|target=No
|held=No
|magictype=Life
}}
}}

==Notes==
==Notes==
*Maximum duration is 21 minutes.
*Maximum duration is 21 minutes.


*Can be capped with (at least) 173 PM/175 harness.
*Each character has a different animal sense, presumably picked from a large list at time of generation. You can not pick your animal sense.


*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.
*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.
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*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.
*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.
*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.

*An easter egg effect can be seen by casting while [[Beseech the Wind to Clean]] is in effect on an area.

*This spell does not hurt a [[Barbarian]]'s [[Inner Fire]].


*Each character has a different animal sense, determined by the last number in the characters PIN.
*An easter egg effect can be seen by casting STW while Beseech the Wind to Clean is in effect on an area.
{| class="wikitable"
|-
! No.
! Archetype
|-
| 1
| Canine
|-
| 2
| Reptilian
|-
| 3
| Arachnid
|-
| 4
| Crocodilian
|-
| 5
| Serpentine
|-
| 6
| Bovine
|-
| 7
| Avian
|-
| 8
| Amphibian
|-
| 9
| Equine
|-
| 0
| Feline
|}

Latest revision as of 05:26, 23 January 2013

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