Shockwave (2.0): Difference between revisions
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|desc=The Shockwave spell |
|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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==Notes== |
==Notes== |
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[[Category:Third Tier Spells]] |
[[Category:Third Tier Spells]] |
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*Using Zephyr, Mantle of Flame and Veil of Ice before using Shockwave can have additional effects which stack. |
*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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*Low preps which are snap-casted can throw critters back to pole and missile range instead of |
*Low preps which are snap-casted can throw critters back to pole and missile range instead of |
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blowing them from the room if the creature is at or slightly above your level. |
blowing them from the room if the creature is at or slightly above your level. |
Revision as of 00:28, 7 July 2008
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Abbreviation: | SHO | |
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Prerequisites: | Swirling Winds, 30th circle | |
Signature: | No | |
Spell Slots: | Unknown | |
Mana Type: | Unknown | |
Spell Type: | Unknown / Unknown | |
Difficulty: | Unknown | |
Prep (min/max): | 10 / Unknown | |
Skill Range (min/max): | Unknown / Unknown | |
Valid Spell Target: | Self | |
Duration (min/max): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
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. | |
Effect: | Unknown | |
Example Messaging: | >cast
You gesture. The mana you were holding contributes to the spell. 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 Mantle of Flame is blown to tatters by the fierce winds, sending flashes of brightly burning fire spinning off in all directions! A meadow ram is hit by a torrent of fiery bolts and knocked flat! The blast of air and fire strikes a meadow ram, bruising and blistering its left leg and chest! A meadow ram is stunned by the powerful shockwave! A meadow ram is hurled southwest! A meadow ram twists, contorts, and shakes while sputtering out its final breath.
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Devices/Tattoos: | No devices or tattoos documented. |
Notes
- Using Zephyr, Mantle of Flame(adds skin damage) and Veil of Ice before using Shockwave can have additional effects which stack.
- 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.
- 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.