Telekinetic whirlwind

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Telekinetic whirlwind info from help file
No saving throw
Spell duration: 3 rounds
Type of spell: attack spell.
Affecting stats: int
Cast type: psionic
Spell point cost: 30 - missing high
Spell words: missing spell words
Even in the smallest fishing villages of the realm, there is always someone who knows just enough cantrips and trickery to bring smiles to children's faces. These tricks often include moving small items such as spoons and coins without touching them. The ability of controlling material objects from distance without physical contact is often referred as telekinesis.

This art comes also in more refined forms either in magnificent displays of control or simply raw force, as is the case here. If you know what you are doing, and possess the needed training and experience, you actually accelerate inanimate objects to speeds that make them fatal projectiles. There is also an additional benefit in this approach, since hardness of the objects may also be altered through willpower making almost anything a potential weapon, as long as they are heavy enough.

Weight is an issue here, because to inflict the same amount of damage they require more speed and it is much harder to concentrate on fast-moving targets. Of course, what is considered fast-moving for a beginner is might not be that for a master. Once you have achieved the required level of competence the lighter items are just as deadly as the heavier ones. No matter how good you get, you still have to use enough items as projectiles to make the assaults as efficient and unpredictable as possible.

This spell is a sustained attack on a singular target in form of a whirlwind produced by the caster's will. The psychokinetic forces acting on the engulfed items to repeatedly pound on the victim. This type of assualt is very effient, but requires caster's full attetion for the duration of the spell, and is taxing to her magical energy as well as to the items used in it.

List of things that enhance or grant access to this spell:

<analytics uacct="UA-3466433-3" ></analytics> The best sp/damage ratio spell, except it does physical damage and damages the components it uses.

  • When completing the spell, the items need to be on ground.
  • When sustaining the whirl, you can't cast any spells.