Shockwave (2.0): Difference between revisions
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{{OSpell |
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|name=Shockwave |
|name=Shockwave |
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⚫ | |||
|abbrev=SHO |
|abbrev=SHO |
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|prereqs=[[Swirling Winds]], 30th circle |
|prereqs=[[Swirling Winds]], 30th circle |
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⚫ | |desc=The Shockwave spell summons the winds of Elanthia, boosts their strength, then pushes them outward in a ring of force from the caster. Because this disrupts the natural pattern of winds in the area, the spell cannot be cast again for a short while. The winds created by the Zephyr spell, however, will both remove the waiting period and strengthen the matrix of the spell. A Veil of Ice or Mantle of Flame spell on the caster will be expelled outward and cause elemental damage to those who are in combat with the caster. |
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⚫ | |desc=The Shockwave spell summons the winds of Elanthia, boosts their strength, then pushes them outward in a ring of force from the caster. Because this disrupts the natural pattern of winds in the area, the spell cannot be cast again for a short while. The winds created by the Zephyr spell, however, will both remove the waiting period and strengthen the matrix of the spell. A Veil of Ice or Mantle of Flame spell on the caster will be expelled outward and cause elemental damage to those who are in combat with the caster. |
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>cast |
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You gesture. |
You gesture. |
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The mana you were holding contributes to the spell. |
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The breeze in the area abruptly dissipates. |
The breeze in the area abruptly dissipates. |
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Suddenly the breeze from the Zephyr spell returns, drawn tightly around you by your spell matrix and swirling stronger than before. Harnessing the winds to your will, you throw your hand up and a gale explodes outward! Your Mantle of Flame |
Suddenly the breeze from the Zephyr spell returns, drawn tightly around you by your spell matrix and swirling stronger than before. Harnessing the winds to your will, you throw your hand up and a gale explodes outward! Your Veil of Ice and Mantle of Flame are blown apart by the fierce winds, sending a shower of razor-sharp ice shards and bolts of brightly burning fire hurtling through the air in all directions! |
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A meadow ram is hit by a torrent of fiery bolts and knocked flat! |
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The blast of air and fire strikes a meadow ram, bruising and blistering its left leg and chest! |
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A meadow ram is stunned by the powerful shockwave! |
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A meadow ram twists, contorts, and shakes while sputtering out its final breath. |
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A wood troll is hit by a roiling wall of fire and ice and thrown off balance. |
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The buffeting winds halt a wood troll's advance toward you! |
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The shards of ice and fiery bolts strike a wood troll, shredding and searing its skin! |
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A wood troll moans and topples over, quickly taking on a stiff, wooden appearance. |
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The winds strike a tiny stone fist, a tiny stone fist, and a tiny stone fist, blowing them into oblivion! |
The winds strike a tiny stone fist, a tiny stone fist, and a tiny stone fist, blowing them into oblivion! |
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|magictype=Elemental |
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|spelltype=Area of Effect |
|spelltype=Area of Effect |
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|spelltype2=Offensive |
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|tier=third |
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|scroll=No |
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|target=No |
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|held=No |
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|planned=No |
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}} |
}} |
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==Notes== |
==Notes== |
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*Before using Shockwave; casting [[Zephyr]] increases its power, [[Mantle of Flame]] adds skin and vitality damage, and [[Veil of Ice]] adds skin and vitality damage; and are all removed by the spell. |
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[[Category:Third Tier Spells]] |
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*Using Zephyr, Mantle of Flame(adds skin damage) and Veil of Ice before using Shockwave can have additional effects which stack. |
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blowing them from the room if the creature is at or slightly above your level. |
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*An extremely useful spell for crowd control. |
*An extremely useful spell for crowd control. |
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*Can be CAST CREATURE - like with most AOE or multi-target spells, will hit all creatures in the room. This includes player summoned or owned creatures. |
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*Be careful using this spell if you're training ranged weapons or if you have any items on the ground as it can blow ammunition and any items lying around out of the room. |
*Be careful using this spell if you're training ranged weapons or if you have any items on the ground as it can blow ammunition and any items lying around out of the room or into oblivion. |
Latest revision as of 04:44, 23 January 2013
Abbreviation: | SHO | |
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Prerequisites: | Swirling Winds, 30th circle | |
Minimum Prep: | 7 | |
Casting Cap: | 60 | |
Valid Spell Target: | Self, CREATURE, AREA | |
Description: | The Shockwave spell summons the winds of Elanthia, boosts their strength, then pushes them outward in a ring of force from the caster. Because this disrupts the natural pattern of winds in the area, the spell cannot be cast again for a short while. The winds created by the Zephyr spell, however, will both remove the waiting period and strengthen the matrix of the spell. A Veil of Ice or Mantle of Flame spell on the caster will be expelled outward and cause elemental damage to those who are in combat with the caster. | |
Example Messaging: | >cast
You gesture. The breeze in the area abruptly dissipates. Suddenly the breeze from the Zephyr spell returns, drawn tightly around you by your spell matrix and swirling stronger than before. Harnessing the winds to your will, you throw your hand up and a gale explodes outward! Your Veil of Ice and Mantle of Flame are blown apart by the fierce winds, sending a shower of razor-sharp ice shards and bolts of brightly burning fire hurtling through the air in all directions! A wood troll is hit by a roiling wall of fire and ice and thrown off balance. The buffeting winds halt a wood troll's advance toward you! The shards of ice and fiery bolts strike a wood troll, shredding and searing its skin! A wood troll moans and topples over, quickly taking on a stiff, wooden appearance. A wood troll is hurled northeast! The winds strike a tiny stone fist, a tiny stone fist, and a tiny stone fist, blowing them into oblivion! |
Notes
- Before using Shockwave; casting Zephyr increases its power, Mantle of Flame adds skin and vitality damage, and Veil of Ice adds skin and vitality damage; and are all removed by the spell.
- Low preps which are snap-casted can throw critters back to pole and missile range instead of blowing them from the room if the creature is at or slightly above your level.
- An extremely useful spell for crowd control.
- Can be CAST CREATURE - like with most AOE or multi-target spells, will hit all creatures in the room. This includes player summoned or owned creatures.
- Be careful using this spell if you're training ranged weapons or if you have any items on the ground as it can blow ammunition and any items lying around out of the room or into oblivion.