Telekinetic Storm (2.0): Difference between revisions

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* More mana will increase the number of attacks prior to fading. Also appears to increase the strength behind the attacks.
* 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)
(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 attacks.
* 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.

Revision as of 12:57, 3 June 2011


Mm thumb.jpgMoon Mage Guild


Telekenetic Storm
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.