Shockwave (2.0): Difference between revisions
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{{Spell |
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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 breeze in the area abruptly dissipates. |
The breeze in the area abruptly dissipates. |
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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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|planned=No |
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|scroll=No |
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⚫ | |||
|held=No |
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}} |
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==Notes== |
==Notes== |
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[[Category:Third Tier Spells]] |
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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. |
*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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*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. |
*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. |
Revision as of 00:57, 26 September 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): | 7 / 60 | |
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 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! | |
Devices/Tattoos: | No devices or tattoos documented. |
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.
- 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.