Telekinetic Storm (2.0): Difference between revisions
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{{OSpell |
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#REDIRECT [[Telekinetic Storm 3.0]] |
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|name=Telekenetic Storm |
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|minprep=10 |
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|castcap=45 |
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|abbrev=TKS |
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|validtarget=Others, Critters |
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|guild=Moon Mage |
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|spellbook=Transduction |
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|prereqs=[[Telekinetic Throw]], [[Psychic Shield]] |
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|desc=The Telekinetic Storm spell hurls any lightweight loose objects in the area at random targets. Be warned that while the caster is safe, both friends and enemies can fall victim to the spell. |
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|messaging=You sense a sudden buildup of telekinetic energy in the immediate area. |
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|spelltype=Area of Effect |
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|spelltype2=Offensive |
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|tier=third |
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|planned=No |
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|scroll=No |
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|target=Yes |
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|held=No |
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}} |
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==Notes== |
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* Less accurate than other Area of Effect spells. |
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* While dangerous to friends, this spell is an excellent teacher of Target Magic. Use caution! |
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* More mana will increase the number of attacks prior to fading. Also appears to increase the strength behind the attacks. |
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(Minimum prep = 2 strikes, and max mana = 12 strikes, and fluctuating at about one extra attack per 3-4 mana added.) |
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* If no live targets left in room, the spell will stay lingering until it can finish all of its strike pulses. |
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* Spell will pulse even if there is no object to throw at the live target. |
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* Spell requires about 460 Primary Magic to cap. |
Latest revision as of 05:18, 23 January 2013
Abbreviation: | TKS | |
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Prerequisites: | Telekinetic Throw, Psychic Shield | |
Minimum Prep: | 10 | |
Casting Cap: | 45 | |
Valid Spell Target: | Others, Critters | |
Description: | The Telekinetic Storm spell hurls any lightweight loose objects in the area at random targets. Be warned that while the caster is safe, both friends and enemies can fall victim to the spell. | |
Example Messaging: | You sense a sudden buildup of telekinetic energy in the immediate area. |
Notes
- Less accurate than other Area of Effect spells.
- While dangerous to friends, this spell is an excellent teacher of Target Magic. Use caution!
- More mana will increase the number of attacks prior to fading. Also appears to increase the strength behind the attacks.
(Minimum prep = 2 strikes, and max mana = 12 strikes, and fluctuating at about one extra attack per 3-4 mana added.)
- If no live targets left in room, the spell will stay lingering until it can finish all of its strike pulses.
- Spell will pulse even if there is no object to throw at the live target.
- Spell requires about 460 Primary Magic to cap.