Grizzly Claws: Difference between revisions

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|validtarget=Area
|validtarget=Area
|guild=Ranger
|guild=Ranger
|magic=Life magic
|spellbook=Animal Abilities
|spellbook=Animal Abilities
|prereqs=Circle 20, [[Instinct]]
|prereqs=Circle 20, [[Instinct]]
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*Wilderness restriction has been reduced as of [[Magic 3.2]]
*Wilderness restriction has been reduced as of [[Magic 3.2]]
*Causes charges of disturbing the peace when cast in justice areas.
*Causes charges of disturbing the peace when cast in justice areas.
*Uses similar mechanics as [[Shockwave]]<ref>{{cite|https://discord.com/channels/619301383451181075/819303984719200297/829262897544822814|Javac on Grizzly Claws and Shockwave}}</ref>

Revision as of 10:31, 7 April 2021


Ranger thumb.jpgRanger Guild


Grizzly Claws
Abbreviation: GRIZ
Prerequisites: Circle 20, Instinct
Signature: No
Spell Slots: 2
Mana Type: Unknown
Spell Type: battle / debilitation, area of effect
Difficulty: intermediate
Prep (min/max): 10 / 66
Skill Range (min/max): 80 / 800
Valid Spell Target: Area
Duration (min/max): Instant
Justice: Unknown
Corruption: Unknown
Description: The Grizzly Claws spell will magically enhance your arms with the ferocity of a mighty bear! When you cast this, the energy of the claws can not be held back and will strike out immediately, knocking down and back your foes.
Effect: knock-back/knock-down
Example Messaging: You roar and draw your arms back. A dark, transparent blue glow ripples down your arms, crackling with the muted growl of a bear as it shapes itself into two large claws.

You lash out with both arms, sending a concussive wave of blue force outwards all around you!
The giant wasp is blasted backwards, but maintains its footing.
The giant wasp is blasted backwards, but maintains its footing.
The giant wasp is blasted backwards, but maintains its footing.
The bluish energy forming the claws disperses into the air after the attack.
Roundtime: 3 sec.

Contest Type: spirit / fortitude
Devices/Tattoos: Preserved hiro bear paw with orichalcum-tipped claws

Notes

  • Wilderness restriction has been reduced as of Magic 3.2
  • Causes charges of disturbing the peace when cast in justice areas.
  • Uses similar mechanics as Shockwave[1]