Difference between revisions of "Thunder Shot"
Benethyarr (talk | contribs) |
Benethyarr (talk | contribs) m |
||
(2 intermediate revisions by the same user not shown) | |||
Line 5: | Line 5: | ||
<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 | + | <b>[[Power Cost]]:</b> 1 to 6, [[Variable Power|Variable]], [[Overcharge]]<br /> |
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br /> | <b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br /> | ||
− | This improved version of [[Guiding Wind]] models the phantasms it creates after Thunder Sylphs and can imbue the ranged attacks of its caster with increased force and an explosive kick as well as improving accuracy and range. | + | This improved version of [[Guiding Wind]] models the phantasms it creates after [[Thunder Sylphs]] and can imbue the ranged attacks of its caster with increased force and an explosive kick as well as improving accuracy and range. |
As with Guiding Wind, 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. | As with Guiding Wind, 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. |
Latest revision as of 17:32, 1 June 2009
Ability Type: Spell, Difficulty 20
Provided By: Advanced Aerokinetics
Spell Type: Elemental, Air
Form: Aura
Function: Offensive
Power Cost: 1 to 6, Variable, Overcharge
Duration: Maintainable
This improved version of Guiding Wind models the phantasms it creates after Thunder Sylphs and can imbue the ranged attacks of its caster with increased force and an explosive kick as well as improving accuracy and range.
As with Guiding Wind, 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 with Reduced Falloff
Damage Bonus: +1 DC
Accuracy Bonus: +1 AM
Range Bonus: +20%
Shockwave Damage: Power x 5 DE Shockwave
Shockwave Volume: Sphere with radius of 1/2m x Power
Thunder Effect Loudness: Power x 3
Wind Strength: Power x 2