Telekinetic Storm (2.0)
Jump to navigation
Jump to search
|
Abbreviation: | TKS | |
---|---|---|
Prerequisites: | Telekinetic Throw, Psychic Shield | |
Signature: | No | |
Spell Slots: | Unknown | |
Mana Type: | Unknown | |
Spell Type: | Unknown / Unknown | |
Difficulty: | Unknown | |
Prep (min/max): | 10 / 45 | |
Skill Range (min/max): | Unknown / Unknown | |
Valid Spell Target: | Others, Critters | |
Duration (min/max): | Unknown minutes / | |
Justice: | Unknown | |
Corruption: | Unknown | |
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. | |
Effect: | Unknown | |
Example Messaging: | You sense a sudden buildup of telekinetic energy in the immediate area. | |
Devices/Tattoos: | No devices or tattoos documented. |
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.
(My testing shows minimum prep = 2 strikes, and 41 mana = 10 strikes (I'm unable to max out at 385 PM), 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.