Ward: Difference between revisions
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| Required || [[Earth Sphere]] 3; [[Water Sphere]] 3 | | Required || [[Earth Sphere]] 3; [[Water Sphere]] 3, [[Bear Discipline]] 3 | ||
|- | |- | ||
| Range || Rank x 5 yards | | Range || Rank x 5 yards | ||
|- | |- | ||
| Area || 1 Target | | Area || 1 Target (Bear Discipline - Self Only) | ||
|- | |- | ||
| Duration || 1 Hour | | Duration || 1 Hour | ||
Line 11: | Line 11: | ||
| Casting || Verbal, Somatic | | Casting || Verbal, Somatic | ||
|- | |- | ||
| | | Action || Standard | ||
|- | |- | ||
| | | Cost || 3 Mana | ||
|- | |- | ||
| Effect || | | Effect || Casting this spell conjures an invisible, skintight magical barrier around a single target 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 a Ward has expended all of its protective points, it disappears in a bright flash. | ||
Multiple Wards cannot be placed on the same target, and a higher Ranked Ward spell will immediately overwrite a lower one. The caster may only maintain Wards on a number of targets equal to her Rank. | |||
|} | |} | ||
[[Category:Spells]] | [[Category:Spells]] | ||
[[Category:Ward Spells]] | |||
[[Category:Adept]] | |||
[[Category:Bear Discipline]] | |||
[[Category:Magecraft]] | [[Category:Magecraft]] | ||
[[Category:Water Sphere]] | [[Category:Water Sphere]] | ||
[[Category:Earth Sphere]] | [[Category:Earth Sphere]] | ||
Latest revision as of 13:30, 8 June 2024
Required | Earth Sphere 3; Water Sphere 3, Bear Discipline 3 |
Range | Rank x 5 yards |
Area | 1 Target (Bear Discipline - Self Only) |
Duration | 1 Hour |
Casting | Verbal, Somatic |
Action | Standard |
Cost | 3 Mana |
Effect | Casting this spell conjures an invisible, skintight magical barrier around a single target 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 a Ward has expended all of its protective points, it disappears in a bright flash.
Multiple Wards cannot be placed on the same target, and a higher Ranked Ward spell will immediately overwrite a lower one. The caster may only maintain Wards on a number of targets equal to her Rank. |