Ice Armor: Difference between revisions

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   | Range ||  Self
   | Range ||  Self
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   | Area ||  Caster Only
   | Target Area ||  Self
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   | Duration ||  24 hours
   | Duration ||  24 hours
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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  | Cast Action || Standard
  | Action || Standard
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|-
   | Mana Cost|| 1 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, this armor expends a charge to apply three stacks of the [[Conditions#Frost|Frost]] to the attacker and reduce 1 incoming Physical Damage to nonlethal. This is triggered even if all damage is negated with Ward. The armor begins with 1 charge at Rank 1, gaining an additional charge at Rank 3, and a third at Rank 5. When the charges are gone, the Physical Defense and Damage Reduction remain 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 for 24 hours which provides Rank Armor Value that is immune to Armor Piercing, and also provides 1 Physical Damage Reduction. This defense does not stack with other armor values and may not benefit from further enhancement bonuses.
Additionally, after being hit by a successful melee attack, this armor expends a charge to apply three stacks of [[Conditions#Frost|Frost]] to the attacker. This is triggered even if all damage is negated with Ward. The armor begins with 1 charge at Rank 1, gaining an additional charge at Rank 3, and a third at Rank 5. This spell may not be combined with Fire Armor.
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[[Category:Magecraft]]
[[Category:Magecraft]]
[[Category:Water Sphere]]
[[Category:Water Sphere]]
[[Category:Armor Spells]]

Latest revision as of 17:41, 18 March 2024

Required Water Sphere 2
Range Self
Target Area Self
Duration 24 hours
Casting Verbal, Somatic
Action Standard
Cost 1 Mana
Effect Conjures a frozen casing of armor around the caster for 24 hours which provides Rank Armor Value that is immune to Armor Piercing, and also provides 1 Physical Damage Reduction. This defense does not stack with other armor values and may not benefit from further enhancement bonuses.

Additionally, after being hit by a successful melee attack, this armor expends a charge to apply three stacks of Frost to the attacker. This is triggered even if all damage is negated with Ward. The armor begins with 1 charge at Rank 1, gaining an additional charge at Rank 3, and a third at Rank 5. This spell may not be combined with Fire Armor.