Wind Wake: Difference between revisions

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{| class="tdgrey1"
{| class="tdgrey1"
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   | Required ||  [[Air Shaman]] 3
   | Required ||  [[Air Shaman]] 2
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   | Range ||  Self or Manifested Air Spirit
   | Range ||  Self or Manifested Air Spirit
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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   | Cast Action ||  Standard
   | Action ||  Standard
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|-
   | Mana Cost ||  2
   | Cost ||  2 Mana
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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.

Latest revision as of 11:14, 3 November 2022

Required Air Shaman 2
Range Self or Manifested Air Spirit
Area Special
Duration 1 Hour
Casting Verbal, Somatic
Action Standard
Cost 2 Mana
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.