Gust of Wind

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Arcane Spell Gust Of Wind.png
Name: Gust of Wind
School: Evocation (Air spells)
Level: Drd 2Sor/Wiz 2
Spell Point Cost: 5
Components: VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so., SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations.
Metamagic: Quicken, Eschew, Heighten, Enlarge
Range: Very short
Target: Foe, Directional, Breakable
Duration: 5 seconds (Knockdown), 9 seconds (unresistable slow)
Saving Throw: Bugged, see text
Spell Resistance: No
Cooldown: 2.5 seconds (Wiz), 1.75 seconds (Sor)
Description:

This spell creates a severe blast of air that originates from you, and passes through all enemies in its path. Creatures of different sizes suffer diferent effects:

  • Small or tiny enemies must make a Strength check or Dexterity check (whichever is higher) agains a DC equal to 12+your casting Ability's modifier or be knocked prone for 5 seconds.
  • Medium enemies are slowed (50%) by the winds for 9 seconds - No saving throw due to this spell being bugged.
  • Large or larger enemies are unaffected.
  • Red and purple named regardless of size are immune to this spell.

The spell also clears away all lingering effects in its path (even friendly/useful ones), such as Cloudkill, Otto's Sphere of Dancing and Wall of Fire.

Bugs: This spell is severely broken in many ways:

  • Contrary to the description, small creatures do get a save versus the knockdown (they should not) and Medium creatures don't get any save at all versus the slow portion (they should get a reflex save to negate per the description). This is particularly annoying being Air Elementals cast this spell at an extremely high rate constantly and all player characters are considered medium (except Halflings which are small).
  • Small enemies don't get slowed at all, and suffer no ill effects if they save versus the knockdown.
  • This spell clears away all persistent AOEs, even ones that makes no sense for it to able to do, such as Otto's Sphere of Dancing. It should only clear physical clouds and fire spells. And preferably, only harmful effects.
  • The spell's official description is a mess and lists all kinds of incorrect info.
  • The spell can be affected by several invalid meta magics;
    • Eschew - It has no material component to eschew.
    • Heighten - Due to it's special fixed DC, it cannot be heightened to any effect other then to waste spell points.
    • Enlarge - Enlarge in DDO doesn't do anything for this spell.
    • Quicken - This is the only meta that actually works on the spell. Works as intended, though the spell has a rather fast cast animation regardless.

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