Major Ward: Difference between revisions

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   | Required ||  [[Seed: Drain]] 3
   | Required ||  [[Seed: Ward]] 3
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   | Range ||  10 yards
   | Range ||  10 yards
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   | Cast Action ||  Standard
   | Cast Action ||  Standard
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|-
   | Mana Cost ||  3
   | Cost ||  3 Mana
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   | Push ||  +1 Potency, +1 Duration
   | Push ||  +1 lethal damage prevented per Push
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   | Effect ||  Conjures a protective magical barrier around the target that prevents Rank lethal damage. This barrier acts like temporary Health that is absorbed before damage is assigned. Ward may not prevent damage from Backlash. Multiple Wards will not stack, a higher Rank Ward will overwrite a lower one. The caster may only maintain a number of wards equal to Rank.
   | Effect ||  Casting this spell on a chosen target, the sorcerer conjures an invisible, skintight magical barrier around the 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.
 
Major Ward may not prevent damage from sorcerous [[Backlash]]. 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.  
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[[Category:Spells]]
[[Category:Spells]]
[[Category:Ward Spells]]
[[Category:Sorcery]]
[[Category:Sorcery]]
[[Category:Seed: Ward]]
[[Category:Seed: Ward]]

Latest revision as of 12:28, 8 June 2024

Required Seed: Ward 3
Range 10 yards
Area 1 target
Duration 1 Hour
Casting Verbal, Somatic
Cast Action Standard
Cost 3 Mana
Push +1 lethal damage prevented per Push
Effect Casting this spell on a chosen target, the sorcerer conjures an invisible, skintight magical barrier around the 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.

Major Ward may not prevent damage from sorcerous Backlash. 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.