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− | <helpfile>
| + | #REDIRECT [[Spell:Winds of Fortune]] |
− | Usage: cast 'winds of fortune'
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− | Cost: 60 mana
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− | Level: [[Mage]] 27, [[Cleric]] 34, [[Druid]] 34, [[Necromancer]] 37
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− | Duration: Time of transportation
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− | Accumulative: -
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− | Save Versus: -
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− | Damage Type: -
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− | Stratum: [[Stratum:Shaping|Shaping]]
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− | Spellbook: {{WikEQ|book=the ultimate guide to wind control|keywords=guide wind control}}
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− | Prerequisite: -
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− | See Also: [[Boats|BOATS]]
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− | | |
− | A very unusual spell. No living mage wrote it. It is a spell of nature
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− | itself. Many a mage have tried to transcribe it, and many a mage have
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− | failed. Only one being achieved success, employing revolutionary magical
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− | concepts known as nexialism. It is rumored that whoever did the final
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− | enchantment, he or she used essences of four main winds caged inside
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− | a flux of thunder and lightning. As the triumphant mage finished his
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− | or her casting, otherworldly runes set upon the pages of a blank spellbook
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− | template that spent centuries accumulating the energy of frost, and thus,
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− | the spell became known to the world.
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− | | |
− | This spell plays with Nature itself. It is known to alter magnetic fields,
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− | atmospheric pressure, and air density to achieve stunning results. More
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− | precisely, to set up a strong wind blowing for hours and days on end!
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− | The spell requires two different approaches, and as every spellcaster's
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− | casting techniques are unique, a minimum of two magic-users is required
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− | for the spell to work efficiently. The spell is pretty useful to greatly
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− | speed up ships and boats that use sails, and captains of more than one
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− | ship have been able to outrun pirates if their crew mages knew of the
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− | spell.
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− | NOTE: Because of the spell's power, it is highly unadvisable to cast it
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− | with the ship not ready to fly with the wind.
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− | </helpfile>
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− | [[Category:Help Files|Winds of Fortune]][[Category:Abilities|Winds of Fortune]][[Category:Spells|Winds of Fortune]][[Category:Shaping|Winds of Fortune]]
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