See the Wind: Difference between revisions

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(Updated min/max duration. Updated max prep)
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|abbrev=STW
|abbrev=STW
|minprep=1
|minprep=1
|castcap=109
|castcap=100
|minskill=0
|minskill=0
|maxskill=600
|maxskill=600
|minduration=10
|maxduration=39
|validtarget=Self, PC
|validtarget=Self, PC
|guild=Ranger
|guild=Ranger

Revision as of 22:04, 8 September 2015


Ranger thumb.jpgRanger Guild


See the Wind
Abbreviation: STW
Prerequisites: None
Signature: No
Spell Slots: 1
Mana Type: Unknown
Spell Type: standard / augmentation
Difficulty: advanced
Prep (min/max): 1 / 100
Skill Range (min/max): 0 / 600
Valid Spell Target: Self, PC
Duration (min/max): 10 minutes / 39 minutes
Justice: Unknown
Corruption: Unknown
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, except when using heavy hurled weapons.
Effect: +Bows skill, +Crossbows skill, +Light Thrown skill, +Slings skill, {{{dtype}}}, {{{htype}}}
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 your PIN number).
  • Does not boost Heavy Thrown weapons.
  • Spell will pulse update the buff to the currently held weapon, defaulting to Light Thrown with no ranged weapon in hand.
  • DOES NOT give non-rangers the no penalty while using a small shield if cast using Sorcery Skill.