See the Wind

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Revision as of 08:47, 21 June 2014 by FYSX (talk | contribs) (Removed reference to "to hit" modifier + clarified language in notes)
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Ranger thumb.jpgRanger Guild


See the Wind
Abbreviation: STW
Prerequisites: Instinct
Signature: No
Spell Slots: 1
Mana Type: Unknown
Spell Type: standard / augmentation
Difficulty: advanced
Prep (min/max): 1 / 109
Skill Range (min/max): Unknown / Unknown
Valid Spell Target: PC
Duration (min/max): Unknown minutes /
Justice: Unknown
Corruption: Unknown
Description: The See the Wind spell, sometimes called 'The Eyes That See the Wind,' invokes the hypersensitive instincts of the animal world, allowing the caster to judge wind currents well enough to improve his aim with ranged weaponry. Researchers argue on which specific type of animal and trait See the Wind mimics, but the usefulness is indisputable, except when using heavy hurled weapons.
Effect: +{{{buffs}}}, -{{{debuffs}}}, {{{dtype}}}, {{{htype}}}, Ranged weapon skill boost.
Example Messaging: You gesture.

The glowing lines fade away along with the See the Wind spell. As a growing reptilian sense washes over you, pale glowing lines appear before your eyes, delineating the ever-shifting currents of the wind.

Devices/Tattoos: Item:Rough wooden mask painted with a detailed wave pattern, Rough wooden mask painted with a detailed wave pattern

Notes

  • Animal sense messaging varies from character to character (based off your PIN number).
  • Does not boost Heavy Thrown weapons.
  • Spell will pulse update the buff to the currently held weapon, defaulting to Light Thrown with no ranged weapon in hand.