Ice Armor: Difference between revisions

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m (added link to sphere, grammatical edits)
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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| Cast Action || Standard
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   | Mana Cost|| 1 Mana
   | Mana Cost|| 1 Mana
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   | 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.
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[[Category:Spells]]
[[Category:Magecraft]]
[[Category:Water Sphere]]

Revision as of 16:34, 5 August 2019

Required Spheres Water Sphere 2
Range Self
Area Caster Only
Duration 24 hours
Casting Verbal, Somatic
Cast Action Standard
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.