Agility of the Mystic Wind

RareAbjuration, Divine

Heighten your reflexes and nimbleness, allowing you to move with preternatural grace and speed.

When its last active effect on you ends, the log shows “Ended Agility of the Mystic Wind”. Expiration, dispelling and actions that break the effect all count; refreshing it does not.

Mana
50 → 80 (+25% at first)
Action points
50
Duration
10 → 14 turns
Delivery
Target
Target
Yourself
Tier proficiency
5
Reference build can cast from
Level 1 (Cleric, Abjuration 4)
Chance to learn
18% → 100%

Effects

EffectFirst castableLevel 1, Abjuration 4At its bestLevel 50, Abjuration 10
DexterityOn you+1 for 10 turns+1 for 14 turns
Cast by a Cleric, the class that can take Abjuration furthest. Its casting attribute (Wisdom) was 4 at first and 10 at its best. The minimum respects the level’s proficiency budget; other attribute allocations and equipment can change when you can afford it.

Cast in a test arena at its best: spent 80 mana; caster gains Dexterity +1 for 14 turns.

Effect strengths describe potential output. Projectile and area contacts are not simulated, and abilities that need a chest, trap or another special target still require that situation in play.

Who can learn it

ClassAbjuration capStanding
Mage10Reaches the tier
Cleric10Reaches the tier
Paladin6Reaches the tier
Druid6Reaches the tier
Bard5Reaches the tier
Monk5Reaches the tier
Ranger4Below tier: needs 5, costs more mana, hard to learn
Spell Sword4Below tier: needs 5, costs more mana, hard to learn
Shaman4Below tier: needs 5, costs more mana, hard to learn
Thief2Below tier: needs 5, costs more mana, hard to learn
Warrior1Below tier: needs 5, costs more mana, hard to learn
Barbarian1Below tier: needs 5, costs more mana, hard to learn