Tailwind (2.0)

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Revision as of 06:10, 23 January 2013 by CARAAMON (talk | contribs) (moved Tailwind to Tailwind (2.0))
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Wm thumb.jpgWarrior Mage Guild


Tailwind
Abbreviation: TW
Prerequisites: Zephyr
Signature: No
Spell Slots: Unknown
Mana Type: Unknown
Spell Type: Unknown / Unknown
Difficulty: Unknown
Prep (min/max): 8 / 70
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: Self
Duration (min/max): Unknown minutes /
Justice: Unknown
Corruption: Unknown
Description: The Tailwind spell shifts the winds to the target's favor, increasing his accuracy with a bow or thrown weapon while decreasing the accuracy of other people or creatures in the area.

If cast when at the surface of deep water, the Tailwind spell can not form fully and will not aid ranged weaponry. Instead, the winds can only gain enough power to create a pocket of air around the caster's head, but this can prove useful below the waves. You'll need to be near the surface of the water for this to work.

Effect: Unknown
Example Messaging: You gesture.

The wind begins to shift until it blows gently from behind your back.

Your Tailwind spell continues to gently blow from behind you.

The shifting winds in the area begin to die down.

The shifting winds in the area return to normal.

Devices/Tattoos: No devices or tattoos documented.

Duration for a capped Tailwind is about 18 minutes.