Difference between revisions of "Guiding Wind"
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<b>[[Spell Attributes|Form]]:</b> [[Aura]]<br /> | <b>[[Spell Attributes|Form]]:</b> [[Aura]]<br /> | ||
<b>Function:</b> Offensive<br /> | <b>Function:</b> Offensive<br /> | ||
− | <b>[[Power Cost]]:</b> 1 to 5, Variable<br /> | + | <b>[[Power Cost]]:</b> 1 to 5, [[Variable Power|Variable]]<br /> |
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br /> | <b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br /> | ||
Revision as of 19:52, 28 April 2009
Ability Type: Spell, Difficulty 15
Provided By: Common Aerokinetics
Spell Type: Elemental, Air
Form: Aura
Function: Offensive
Power Cost: 1 to 5, Variable
Duration: Maintainable
This spell surrounds its caster in an aura of tiny wind phantasms, pseudo-spiritual beings that mimic the ghostly form of common Sylphs and which can use their mastery of the air to guide and power any ranged attacks their master makes. Both conventional ranged weapons and Thrown Weapon attacks can be enhanced by the spell.
In order to successfully enhance a given weapon, the spell's Wind Strength must equal or exceed the Weight of the throwing weapon used, the Draw Weight of the bow, the Reload Strength of the crossbow or the Recoil of the firearm, as appropriate.
Projectile Speed Bonus: Automatically count as Fast Projectiles
Accuracy Bonus: +1 AM
Range Bonus: +20%
Wind Strength: Power x 4