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Use this script to see basic informations about spells + very complex info about them and their mechanics
NAME or ID  Show non-player spells

Magnetic Field [#120100]
Magnetic Field 
2 sec cast   20 s cooldown
Harnesses electrical currents around the caster to create a magnetic field that grows in power the longer it is channeled. Creatures caught in the area of effect are pulled toward the caster. Players within 10 yards of the caster suffer 19 Nature damage every 1 seconds.
Quick Facts
  • Added in 5.0.4


Referenced spells:
- Magnetic Field
- Referee Spawn Spell

Buff
Magnetic Field 
Harnessing nearby electrical currents to create a magnetic field of increasing strength that will pull all creatures toward the caster. Players within 10 yards suffer 19 Nature damage every 1 seconds.

10 seconds remaining
Spell details
FamilyGenericLeveln/a
Costn/aDuration10 seconds
Rangen/aSchool
Cast Time2 sec castMechanicn/a
Cooldown20 s cooldownDispel Typen/a
Chargesn/aMax Targets100
GCD20 secondsGCD CategorySpecial
Damage Classn/a
Effect #0Dummy (server-side)
Value: 0
Targets: Starting From Caster, Targets by DB Entry in Area
Radius: 60 yards
Effect #1Apply Aura: Periodically Trigger Spell
Interval: 1 second


Targets: Caster
Effect #2Apply Aura: Root
Targets: Caster
Attributes - [Client-Side] Don't hide unit weapons in sheath
- Channeled self
- Cannot target self
- Can target out-of-LoS targets

and 2 other unknown attributes
Used by (1)Changelog (6)See also (9)
CreatureLevelReactTypeZonePatchSpawns
Ming the Cunning35A HHumanoid 5.0.1 1