Zephyr

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Wm thumb.jpgWarrior Mage Guild


Zephyr
Abbreviation: -
Prerequisites: Air Lash or Elementalism
Signature: No
Spell Slots: 2
Mana Type: Elemental Magic
Spell Type: battle / utility, area of effect
Difficulty: basic
Prep (min/max): 5 / 100
Skill Range (min/max): 10 / 600
Valid Spell Target: Area
Duration (min/max): 2 minutes / 10 minutes
Justice: Unknown
Corruption: Unknown
Description: The Zephyr spell raises a light refreshing breeze which helps improve fatigue recovery for all in the area. With enough power, it will also clear away some types of noxious clouds.
Effect: Fatigue heal
Example Messaging: Cast: A faint pleasant breeze begins to stir.

Active: A faint warm breeze continues to swirl around you.
Expiration: With a final, swirling whisper, the breeze fades from the area.

Devices/Tattoos: Carved sandalwood fan, Circular fan with a wooden handle inlaid with sky-blue imnera, Delicate onyx imnera anklet, Faded rose silk fan, Imnera wind sprite necklace, Item:Carved sandalwood fan, Item:Circular fan with a wooden handle inlaid with sky-blue imnera, Item:Delicate onyx imnera anklet, Item:Faded rose silk fan, Item:Imnera wind sprite necklace, Item:Silver-tipped gryphon feather decorated with intricate scrollwork, Item:Sky-blue imnera runestone, Sky-blue imnera runestone

Notes

  • Increases fatigue regeneration for entire room
  • Zephyr can be invoked from imnera runestones.
  • Can be cast indoors with higher casts.
  • If strong enough can remove poison gas clouds from a room.
  • Does not remove Fire Rain(at least my zephyr does not remove my fire rain).
  • Zephyr will not dispel Rising Mists upon initial cast but it will decrease the duration of RM with every pulse.
  • Each pulse will remove smoke images from an area.