Avatar Form II: Difference between revisions

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   | Mana Cost ||  1 Mana
   | Mana Cost ||  1 Mana
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   | Effect || While in Avatar form the caster gains a magical weapon, armor, and optionally offhand weapon or shield. The arms resemble the Avatar's patron (e.g. Alkaizer channelers create shining golden weapons and armor). These items gain a pool of Rank points to spend as enhancement bonuses. The caster gains an additional +1 to this pool at Rank 5. The bonuses stay assigned for the duration of the spell, however no individual bonus may be raised beyond Rank.  
   | Effect || While in Avatar Form the caster gains a magical weapon, armor, and optionally offhand weapon or shield. The items' physical appearance reflects the Avatar's patron (e.g. Alkaizer channelers create shining golden weapons and armor). The channeler gains a pool of Rank points to apply as enhancement bonuses to their arms and armor on activation, gaining an additional +1 to this pool at Rank 5. The bonuses stay assigned for the duration of the spell, however no individual item's bonus may be raised beyond Rank.  


The weapons and armor may be of any type that the caster can wear/wield. For example, the channeller could conjure a magical +1 longbow and +1 leather armor or a +2 magical sword, +0 shield, and +0 full platemail.
The weapons and armor may be of any type that the caster can wear/wield. For example, the channeller could conjure a magical +1 longbow and +1 leather armor or a +2 magical sword, +0 shield, and +0 full platemail.


* Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, (and so on) but gain up to + Rank Enhancement
* Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, (and so on) but may gain up to +Rank Enhancement
* Similarly, Shields retain the attributes of the basic version of the shield, including defense, required strength, etc. but also gain up to + Rank Enhancement.
* Similarly, Shields retain the attributes of the basic version of the shield, including defense, required strength, etc. but may gain up to +Rank Enhancement.
* Armor also retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction, and gains up to + Rank Enhancement.
* Armor also retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction, and may gain up to +Rank Enhancement.
* Clothing gains Immunity to Mundane (non-magical) Armor Piercing and gains + Rank Enhancement.
* Clothing gains Immunity to Mundane (non-magical) Armor Piercing and may gain +Rank Enhancement.
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Revision as of 21:25, 6 January 2021

Required Avatar Domain: Avatar 2
Range Self
Area 1 Target
Duration 1 Hour
Casting Verbal, Somatic
Cast Action Standard
Mana Cost 1 Mana
Effect While in Avatar Form the caster gains a magical weapon, armor, and optionally offhand weapon or shield. The items' physical appearance reflects the Avatar's patron (e.g. Alkaizer channelers create shining golden weapons and armor). The channeler gains a pool of Rank points to apply as enhancement bonuses to their arms and armor on activation, gaining an additional +1 to this pool at Rank 5. The bonuses stay assigned for the duration of the spell, however no individual item's bonus may be raised beyond Rank.

The weapons and armor may be of any type that the caster can wear/wield. For example, the channeller could conjure a magical +1 longbow and +1 leather armor or a +2 magical sword, +0 shield, and +0 full platemail.

  • Weapons retain the attributes of the basic version of the weapon, including damage, required strength, hands, armor piercing, (and so on) but may gain up to +Rank Enhancement
  • Similarly, Shields retain the attributes of the basic version of the shield, including defense, required strength, etc. but may gain up to +Rank Enhancement.
  • Armor also retains the attributes of the basic version of the armor, including armor value, required strength, movement penalties, and damage reduction, and may gain up to +Rank Enhancement.
  • Clothing gains Immunity to Mundane (non-magical) Armor Piercing and may gain +Rank Enhancement.