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new spell announcement: 'winds of fortune'

·290 words·2 mins

in 2 words: makes ships sail faster

rumors say then you need to complete an autoquest in order to get the spellbook for this spell..

“WINDS OF FORTUNE”

Usage: cast ‘winds of fortune’

Accumulative: No

Duration: Time of the travel

Level: Mage 27, Cleric 34, Druid 34, Necromancer 37

Save: N/A

Spellbook: the ultimate guide to wind control

Min Mana: 60

A very unusual spell. No living mage wrote it. It is a spell of nature

itself. Many a mage have tried to transcribe it, and many a mage have

failed. Only one being achieved success, employing revolutionary magical

concepts known as nexialism. It is rumored that whoever did the final

enchantment, he or she used essences of four main winds caged inside

a flux of thunder and lightning. As the triumphant mage finished his

or her casting, otherworldly runes set upon the pages of a blank spellbook

template that spent centuries accumulating the energy of frost, and thus,

the spell became known to the world.

This spell plays with Nature itself. It is known to alter magnetic fields,

atmospheric pressure, and air density to achieve stunning results. More

precisely, to set up a strong wind blowing for hours and days on end!

The spell requires two different approaches, and as every spellcaster’s

casting techniques are unique, a minimum of two magic-users is required

for the spell to work efficiently. The spell is pretty useful to greatly

speed up ships and boats that use sails, and captains of more than one

ship have been able to outrun pi

rates if their crew mages knew of the

spell.

NOTE: Because of the spell’s power, it is highly unadvisable to cast it

with the ship not ready to fly with the wind.