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  • 3:52 pm, Oct 2, 1518 · Afternoon · Heading toward evening Alyrian time
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  • West Beltane and Underground Lava Worldgates

Hlegmal's Tavern in the ticker is the latest imported kill — not who is on stage now. Details

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ICE WIND

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Spell details

  • Glaciomancy spell (60% complexity)
  • (No Specific Target) target, 4 second cast time
  • Classes granted this spell: Wizard, Ranger
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 2.8 practices per percent learned.
  • Tags: Nuke
  • Spell Points Required: 141
  • Deals air/frost (5.2 base) damage.
  • Checks against air, frost, saving-spell.
  • Consumes 1 air reagent, 1 water reagent, 1 ethereal reagent when cast.
  • Skill Power: Every point of skill power correlates to a 4% chance to deal double damage in snowy, icy and glacial rooms.
  • This spell cannot be used underwater.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • This spell is elemental in nature.
  • 'ice wind' is available for practice from the shop: 'the Guildmaster's Battlecasting - Vospire'.
  • 'ice wind' is available for practice from the shop: 'an Archon Master's Spell Training - Towne of Decara'.

Name

ice wind — icy wind that damages all enemies in the room

Synopsis

cast 'ice wind' [<victim>]

Description

This spell allows the caster to freeze the moisture in the air, forming very sharp ice shards which are hurled about in a violent manner. Because it will affect every living being in the room, the spell will initiate combat with otherwise peaceful creatures. There is a chance that the ice will temporarily freeze anyone that it touches.

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