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EARTH EVOCATION

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Details

  • Geomancy elemental-evocation (5% complexity)
  • Character (Offensive) target, 4 second evoke time
  • Classes granted this elemental-evocation: Druid (at 1% complexity)
  • Races granted this elemental-evocation: (No player races)
  • Races afflicted by this elemental-evocation: (No player races)
  • Costs 2.5 practices per percent learned.
  • Tags: Debuff, Web
  • Spell Points Required: 62
  • Default affect duration: 5 + 1/40 caster levels [For you: 10 minutes] [Max: 15 minutes
  • Checks against earth, none, none, saving-paralysis.
  • Consumes 1 earth reagent when cast.
  • Skill Power: Every point of skill power correlates to a 1% chance to apply an additional -wood-res affect.
  • This elemental-evocation involves a verbal component.
  • This elemental-evocation involves a somatic component.
  • This elemental-evocation can be cast without a spellbook.
  • Druids that follow a Maradas-based religion will passively gain 10 skill power when using this skill.
  • This elemental-evocation is elemental in nature.
  • This elemental-evocation's affect will dispel if in a Safe room during a tick.
  • This elemental-evocation's duration cannot be extended.
  • This elemental-evocation's affects are mutually exclusive with web, mesmerize.
  • 'earth evocation' is available for practice from the shop: 'Beardstratis' Basic Training - Lasler'.
  • 'earth evocation' is available for practice from the shop: 'Valys' Basic Magic Training - Lasler'.
  • 'earth evocation' is available for practice from the shop: 'Jacquard's Basic Magic Training - Rune'.
  • 'earth evocation' is available for practice from the shop: 'Barlack's Mystical Arts - Pirate's Cove'.
  • 'earth evocation' is available for practice from the shop: 'a Druid Instructor's Basics - Xaventry'.
  • 'earth evocation' is available for practice from the shop: 'a Mourning Druid's Final Lessons - Towne of Decara'.

Name

earth evocation — restrains an enemy

Synopsis

evoke earth <victim>

Description

This evocation causes large vines to grow from the earth and entangle an opponent. The plants will restrict their movement, prevent them from fleeing the area, and stop them from using items or casting spells that require a somatic component. Although the vines are magically enhanced, they will only be able to hold on to the victim for a short period of time.

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