Ice Armor: Difference between revisions

From Brilliance and Shadow Wiki
Jump to navigation Jump to search
No edit summary
m (added link to sphere, grammatical edits)
Line 1: Line 1:
{| class="tdgrey1"
{| class="tdgrey1"
|-
|-
   | Required Spheres ||  Water 2
   | Required Spheres ||  [[Water Sphere]] 2
|-
|-
   | Range ||  Self
   | Range ||  Self
Line 10: Line 10:
|-
|-
   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
|-
  | Mana Cost|| 1 Mana
|-
|-
   | Effect ||  Conjures a frozen casing of armor around the caster which provides Rank Physical Defense that is immune to Rank Armor Piercing. After being hit by a successful melee attack the caster applies 1 Physical Damage Reduction to the attack and grants three stacks of the Frost debuff (-9 speed for 1 round) to the attacker. This effect expends a charge and is triggered even if all damage is negated with Ward. The armor begins with 1 charge, gaining an additional charge at Rank 3, and a third at Rank 5. When the charges are gone the Physical Defense remains for the duration of the spell. This spell may not be combined with Fire Armor.
   | Effect ||  Conjures a frozen casing of armor around the caster which provides Rank Physical Defense that is immune to Rank Armor Piercing. After being hit by a successful melee attack the caster applies 1 Physical Damage Reduction to the attack and grants three stacks of the Frost debuff (-9 speed for 1 round) to the attacker. This effect expends a charge and is triggered even if all damage is negated with Ward. The armor begins with 1 charge, gaining an additional charge at Rank 3, and a third at Rank 5. When the charges are gone the Physical Defense remains for the duration of the spell. This spell may not be combined with Fire Armor.
|}
|}

Revision as of 16:17, 5 August 2019

Required Spheres Water Sphere 2
Range Self
Area Caster Only
Duration 24 hours
Casting Verbal, Somatic
Mana Cost 1 Mana
Effect Conjures a frozen casing of armor around the caster which provides Rank Physical Defense that is immune to Rank Armor Piercing. After being hit by a successful melee attack the caster applies 1 Physical Damage Reduction to the attack and grants three stacks of the Frost debuff (-9 speed for 1 round) to the attacker. This effect expends a charge and is triggered even if all damage is negated with Ward. The armor begins with 1 charge, gaining an additional charge at Rank 3, and a third at Rank 5. When the charges are gone the Physical Defense remains for the duration of the spell. This spell may not be combined with Fire Armor.