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Click here to view a random selection from the help system. Click here to return to the main help index. Search results for 'druid spell sunstorm storm solarlance lance'
Keywords are: 'druid spell sunstorm storm solarlance lance' Spell: sunstorm Mana: 85 Int: 32 Wis: 34 Lvl 32 Drui (21%) (important) Requires: gust of wind Group: Druid air Damage Type: fire Damage: massive area Speed: average Spell: solar lance Mana: 75 Int: 34 Wis: 36 Lvl 36 Drui (21%) (important) Requires: sunstorm Group: Druid air Damage Type: fire Damage: massive Speed: average Usage: cast solar lance <target> cast sunstorm <target> These two spells allow the caster to directly control wind currents, turbulence, and air density high above the battle field. By increasing the air density in some places and rarifying it in others, it's possible to create a 'magnifying glass' effect, where sunlight is focused and concentrated on certain spots on the ground. The 'sunstorm' spell is the entry level spell, and is always taught first to allow casters to get used to the control and effort required. Sunstorm does little more than generate turbulence and increase air density, which allows for occasional 'bright spots' to appear on the ground. A creature found in the focus of one of these bright spots will typically be burned or injured due to the intense heat. The 'solar lance' spell is the advanced version, and requires the caster to calm the air, reduce turbulence, increase density, and carefully control and guide focus. A caster well versed in this spell can control targetting well enough to follow even tiny creatures or carve ditches and large writing into the ground. Because the size of the air lenses is quite large, and because they are rather far away, both spells appear as though spears of sunlight are stabbing and raking downward. These spells only work in the open, where the sun and sky are readily visible, and only if the sky is relatively clear.



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