Self Ward: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 3: | Line 3: | ||
| Required || [[Seed: Ward]] 2 | | Required || [[Seed: Ward]] 2 | ||
|- | |- | ||
| Range || | | Range || Caster Only | ||
|- | |- | ||
| Area || Self | | Area || Self |
Revision as of 13:09, 22 October 2023
Required | Seed: Ward 2 |
Range | Caster Only |
Area | Self |
Duration | 1 Hour |
Casting | Verbal, Somatic |
Cast Action | Standard |
Cost | 2 Mana |
Push | +1 lethal damage prevented per Push |
Effect | Casting this spell on herself, 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. For mortal damage, only the points which are not prevented by the Ward are doubled
Self 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. |