Warding Elixir: Difference between revisions
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| Effect || In a complicated ritual, infuse a flask of pure water with a water spirit’s power to provide a single dose of an elixir that provides the drinker with defensive properties. | | Effect || In a complicated ritual, infuse a flask of pure water with a water spirit’s power to provide a single dose of an elixir that provides the drinker with defensive properties. | ||
Similar to the [[Ward]] Spell, once the potion has been quaffed it provides a skintight magical barrier that | Similar to the [[Ward]] Spell, once the potion has been quaffed it provides a skintight magical barrier around several targets that absorbs Rank points of lethal damage after an incoming attack is successful. This barrier acts like temporary Health that is absorbed before damage is applied, however, hitting a Ward will still trigger "on hit" effects, such as [[Fire Armor]]. When the Warding Elixir has expended all of its protective points, it simply fades away. For Mortal damage, only the points which are not prevented by the Ward are doubled. | ||
Example: Quiv casts a Fireball spell at a Lich with a 4 point Ward and rolls 5 successes. The Ward soaks the first 4 successes, and the Lich (as undead suffer mortal damage from fire) takes double damage from the remaining point for a total of 2. | |||
Each time a Warding Elixir is consumed, any previously-existing Ward is | Multiple Wards cannot be placed on the same target. Each time a Warding Elixir is consumed, or if the target has a higher Ranked Ward spell cast on her from a different source, any previously-existing Ward is overwritten. The Warding Elixir loses its potency after 24 hours. | ||
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Revision as of 13:18, 22 October 2023
Required | Water Shaman 3 |
Range | Touch |
Area | 1 Flask |
Duration | Instant, 24 hours of potency |
Casting | Verbal, Somatic, Material (Pure Water) |
Cast Action | 10 minute ritual |
Mana Cost | 2 |
Effect | In a complicated ritual, infuse a flask of pure water with a water spirit’s power to provide a single dose of an elixir that provides the drinker with defensive properties.
Similar to the Ward Spell, once the potion has been quaffed it provides a skintight magical barrier around several targets that absorbs Rank points of lethal damage after an incoming attack is successful. This barrier acts like temporary Health that is absorbed before damage is applied, however, hitting a Ward will still trigger "on hit" effects, such as Fire Armor. When the Warding Elixir has expended all of its protective points, it simply fades away. For Mortal damage, only the points which are not prevented by the Ward are doubled. Example: Quiv casts a Fireball spell at a Lich with a 4 point Ward and rolls 5 successes. The Ward soaks the first 4 successes, and the Lich (as undead suffer mortal damage from fire) takes double damage from the remaining point for a total of 2. Multiple Wards cannot be placed on the same target. Each time a Warding Elixir is consumed, or if the target has a higher Ranked Ward spell cast on her from a different source, any previously-existing Ward is overwritten. The Warding Elixir loses its potency after 24 hours. |