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FLUID SERPENTS

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Spell details

  • Aquamancy spell (44% complexity)
  • Character (Offensive) target, 4 second cast time
  • Classes granted this spell: Archon
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 1.0 practices per percent learned.
  • Tags: Combat-utility
  • Spell Points Required: 135
  • Deals poison/water (0.4 base) damage.
  • Checks against poison, water, saving-spell.
  • Requires possession of the mark Mageknights.
  • Consumes 5 water reagents when cast.
  • Skill Power: Every point of skill power correlates to a 3% chance to have a [its caster's poison-damage]% chance to increase the number of serpents by 5.
  • This spell cannot be used on oneself.

Name

fluid serpents — summon a pool of water, from which watery snakes will attack

Synopsis

cast 'fluid serpents' [<victim>]

Description

This spell pulls a pool of water from the ground, and then charms magical snakes from the water. If the victim does not manage to acrobatics their way from the snakes, they will get bitten, which for aquatic elementals typically just means getting slammed with water. Water, however, will not save adventurers who are particularly vulnerable to poison, or against casters proficient with poisonous magic.

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