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SUMMON DOLDRUMS

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Spell details

  • Aeromancy spell (75% complexity)
  • Character (Offensive) target, 4 second cast time
  • Cooldown: 180 seconds (1 use triggers)
  • Classes granted this spell: Archon
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 3.7 practices per percent learned.
  • Tags: Debuff, Slow
  • Spell Points Required: 169
  • Default affect modifier: There is a base chance, before saves are taken into account, of (10+3/caster levels)% for summon doldrums to apply.
  • Default affect duration: 2 + 1/40 caster levels [For you: 8 minutes] [Max: 20 minutes
  • Checks against summon, none, none, saving-petrify.
  • Requires possession of the mark Summoners.
  • Consumes 3 runestone reagents, 2 ethereal reagents when cast.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • This spell's duration cannot be extended.

Name

summon doldrums — reduces an enemy's will to defend themselves

Synopsis

cast 'summon doldrums' [<victim>]

Description

Every sailor knows of the doldrums, where there is no wind to blow sails and no energy to perform any task.

Doldrums can be summoned from the sea, manifesting not as barometric phenomena, but the psychological analog in which expending energy is anathema to the afflicted's existence.

Those that the doldrums have been summoned upon will have their will to defend themselves more than one per round reduced.

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