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HANDS OF WIND

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Spell details

  • Aeromancy spell (61% complexity)
  • Character (Offensive) target, 5 second cast time
  • Classes granted this spell: Wizard, Ranger, Monk (Music)
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 2.5 practices per percent learned.
  • Tags: Nuke
  • Spell Points Required: 172
  • When you hands of wind, you will apply -15 air-damage for 5 minutes
  • Deals air/summon (1.0 base) damage.
  • Checks against air, summon, saving-spell.
  • Consumes 3 air reagents, 1 ethereal reagent when cast.
  • Skill Power: Every point of skill power correlates to debuffing all victims with -15 air-dam, for 1 minute.
  • This spell cannot be used underwater.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • 'hands of wind' is available for practice from the shop: 'an Archon Master's Spell Training - Towne of Decara'.
  • 'hands of wind' is available for practice from the shop: 'Pyrian's Ranger Training - Sigil'.

Name

hands of wind — scrambles an enemy's formation

Synopsis

cast 'hands of wind' <victim>
play 'hands of wind'

Description

By summoning a powerful gust of wind, this spell allows the caster to knock unsuspecting formations out of position. If successful, it will mix up all members of the victim's formation, causing them to fall out of position and be unequipped for their new place within the formation.

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