Difference between revisions of "Windcalling"

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(Created page with "== The Winds == The winds blow, and contain magic. Windcallers know how to extract the magical energies from the winds, and as a side-effect the winds change for roughly 2 ki...")
 
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|wind=North
 
|wind=North
 
|casttime=[[Standard Action]]
 
|casttime=[[Standard Action]]
|movements=None.
+
|action=None.
 
|target=A creature or object you can see within 100 meters
 
|target=A creature or object you can see within 100 meters
 
|effect=If you hit the target with an attack against [[AD]], they take 1d6 Cold damage. If this wounds the target they are [[chilled]] for 1 round.
 
|effect=If you hit the target with an attack against [[AD]], they take 1d6 Cold damage. If this wounds the target they are [[chilled]] for 1 round.

Revision as of 20:20, 9 October 2020

The Winds

The winds blow, and contain magic. Windcallers know how to extract the magical energies from the winds, and as a side-effect the winds change for roughly 2 kilometers around. The wind has a speed North-South, and a speed East-West, following normal wind notation where a "North wind" is one blowing from the north. This is real wind, and can affect Sailing.

Calls

The magical abilities of windcallers are called "Calls", and each Call has a tier and a direction. In order to use a Call, the wind must have some speed from that direction, or be neutral at 0 meters. The wind accelerates in the other direction depending on the tier of the Call: 10 meters for Common, 20 meters for Elite, 50 meters for Paragon, or 150 meters for Legend.

North wind Calls command chill and

South wind Calls command heat and mirage.

Common Calls

Cold Ray
Common North Call
A chill white beam extends from your mouth, streaking towards the target.
Movements: None.
Use Time: Standard Action
Target: A creature or object you can see within 100 meters
Effect: If you hit the target with an attack against AD, they take 1d6 Cold damage. If this wounds the target they are chilled for 1 round.
Upgrades:
Cold Beam: The Call targets all creatures and unattended objects in a 100 meter long, 2 meter wide spray beam from you instead.
Chilling Grasp The Call targets GD instead, and deals no damage, but if it hits, it chills the target for 3 rounds.

Elite Calls

Paragon Calls

Legend Calls