Wind Wake: Difference between revisions

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{| class="tdgrey1"
{| class="tdgrey1"
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   | Spirit Type(s) ||  Air 3
   | Required ||  [[Air Spirit]] 3
|-
|-
   | Range || Self or Manifested Air Spirit
   | Range || Self or Manifested Air Spirit
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|-
   | Area || Special
   | Area || Special
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|-
   | Duration || 1 Hour
   | Duration || 1 Hour
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|-
   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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  | Cast Action ||  Standard
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  | Mana Cost ||  2
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|-
   | Effect ||  Caster draws air around the target allowing them to create a wake of swirling wind behind them as they move that provides Light Cover (-2 to Ranged Physical and Magical Defense attacks) to attacks that would traverse those squares. The target must move half of their base speed before the wake forms, then all subsequent squares generate Light Cover for 1 round before dissipating. The penalties for cover apply to friendly targets including the caster, so careful planning is important. While the duration is active the caster can suppress the effect at will.
   | Effect ||  Caster draws air around the target allowing them to create a wake of swirling wind behind them as they move that provides Light Cover (-2 to Ranged Physical and Magical Defense attacks) to attacks that would traverse those squares. The target must move half of their base speed before the wake forms, then all subsequent squares generate Light Cover for 1 round before dissipating. The penalties for cover apply to friendly targets including the caster, so careful planning is important. While the duration is active the caster can suppress the effect at will.
|}
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[[Category:Spells]]
[[Category:Shamanism]]
[[Category:Air Spirit]]

Revision as of 01:56, 21 March 2020

Required Air Spirit 3
Range Self or Manifested Air Spirit
Area Special
Duration 1 Hour
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 2
Effect Caster draws air around the target allowing them to create a wake of swirling wind behind them as they move that provides Light Cover (-2 to Ranged Physical and Magical Defense attacks) to attacks that would traverse those squares. The target must move half of their base speed before the wake forms, then all subsequent squares generate Light Cover for 1 round before dissipating. The penalties for cover apply to friendly targets including the caster, so careful planning is important. While the duration is active the caster can suppress the effect at will.