Warding Elixir
Required | Water Shaman 3 |
Range | Touch |
Area | 1 Flask |
Duration | Instant, 24 hours of potency |
Casting | Verbal, Somatic, Component (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 that is able to absorb incoming damage for up to one hour. This defensive barrier is factored in after an attack is successful. Rank points of damage are absorbed before health points are lost, and these points do not trigger effects that are applied “on damage,” such as bleeds or poisons. However, hitting a Ward will still trigger effects applied "on hit" (e.g. 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 overridden. The Warding Elixir loses its potency after 24 hours. |