Desert's Maelstrom: Difference between revisions

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{{Spell
{{Spell
|abbrev=dema
|abbrev=dema
|minprep=5
|minprep=20
|castcap=40
|castcap=66
|minskill=250
|validtarget=Area
|maxskill=1000
|minduration=-
|validtarget=Creature, Area
|guild=Bard
|guild=Bard
|magic=Elemental Magic
|spellbook=Elemental Invocations
|spellbook=Elemental Invocations
|prereqs=[[Breath of Storms]], 40th circle
|prereqs=[[Breath of Storms]], 40th circle
|slot=2
|slot=3
|illegal=illegal
|pulse=25
|corrupt=none
|desc=Taming the magic of the Desert's Maelstrom enchante will allow you to weave a shield of sound around you and members of your group. Though the effects of this enchante are predominately carried by the force of sound, the sand and dust kicked up only add to its effects. Because of this, those outside its area of effect will find it difficult to employ ranged attacks, whether magical or otherwise, due to the hampered visibility. Those inside the protective embrace of the Desert's Maelstrom will find the music aids their evasive movements and balance.
|desc=Taming the magic of the Desert's Maelstrom spell will allow you to push together the elements of Air and Earth, and bend the resulting localized sandstorms to your will. Any foe that finds itself in the path of these swirling masses, will find it hard to maintain their resolve, as the quickly shifting winds will repeatedly shake their balance. Such effects can have wide-ranging results in combat, making this a formidable spell for both offensive and defensive need. Be aware, however, that the forces required for this spell don't work in wet areas.
|effect=Buffs {{in|balance}} (pulses to group); mild debuff to enemies' TM, to hit (melee and ranged), and melee defense.
|buffs=No buffs
|messaging=A flowing, almost lyrical quality enters your voice as you begin the verse of your sibilant enchante, allowing you the ease of skipping from one phrase to the next like the step of a light-footed S'Kra Mur running across the desert's sands.
|debuffs=Discipline (stat)
|dtype=Balance damage
|htype=No heal
|poststring=No
|messaging='''Start:'''<br/>You clap you hands together, willing a conjunction of Air and Earth compressed in the rapidly decreasing space between. A series of small vortices rise up from the gritty sand around you, which spiral outward in all directions as they build in size.
One of the swirling vortices slams into an elder desert armadillo and encompasses it!

'''End:'''<br/>
The swirling vortex of sand surrounding an elder desert armadillo drifts away.
|offtype=magic
|offtype=magic
|deftype=reflexes
|deftype=fortitude
|sig=Yes
|sig=Yes
|diff=esoteric
|diff=advanced
|source=standard
|type=augmentation, debilitation
|type=debilitation, area of effect
|ctype=cyclic
|ctype=battle
|enchantebook=Sound Manipulation
}}
}}
==Notes==
* Causes charges of disturbing the peace when cast in [[Justice|justice]] areas.
* Higher mana casts add a pulsing debuff to the targets hit. 30 mana debuff will last > 1 minute.
* The pulsing balance debuff has a shorter duration than the {{stat|discipline}} debuff. Recasting the spell before the ending message happens is required to maintain an enemy in an unbalanced state.
{{RefAl|a=y}}
* {{com|Cast}} command.
* [[Spell_efficacy#Elemental_Efficacy|Elemental Efficacy]] with both Earth and Air.

Latest revision as of 21:14, 8 November 2024


Bard thumb.jpgBard Guild


Desert's Maelstrom Justice triggering spell
Abbreviation: DEMA
Prerequisites: Breath of Storms, 40th circle
Signature: Yes
Spell Slots: 3
Mana Type: Elemental Magic
Spell Type: battle / debilitation, area of effect
Difficulty: advanced
Prep (min/max): 20 / 66
Skill Range (min/max): 250 / 1000
Valid Spell Target: Creature, Area
Duration (min/max): Instant
Justice: illegal
Corruption: none
Description: Taming the magic of the Desert's Maelstrom spell will allow you to push together the elements of Air and Earth, and bend the resulting localized sandstorms to your will. Any foe that finds itself in the path of these swirling masses, will find it hard to maintain their resolve, as the quickly shifting winds will repeatedly shake their balance. Such effects can have wide-ranging results in combat, making this a formidable spell for both offensive and defensive need. Be aware, however, that the forces required for this spell don't work in wet areas.
Effect: -Discipline (stat), Balance damage
Example Messaging: Start:
You clap you hands together, willing a conjunction of Air and Earth compressed in the rapidly decreasing space between. A series of small vortices rise up from the gritty sand around you, which spiral outward in all directions as they build in size.

One of the swirling vortices slams into an elder desert armadillo and encompasses it!

End:
The swirling vortex of sand surrounding an elder desert armadillo drifts away.

Contest Type: magic / fortitude
Devices/Tattoos: No devices or tattoos documented.

Notes

  • Causes charges of disturbing the peace when cast in justice areas.
  • Higher mana casts add a pulsing debuff to the targets hit. 30 mana debuff will last > 1 minute.
  • The pulsing balance debuff has a shorter duration than the discipline debuff. Recasting the spell before the ending message happens is required to maintain an enemy in an unbalanced state.

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