Ice Armor: Difference between revisions

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   | Range ||  Self
   | Range ||  Self
|-
|-
   | Area ||  Caster Only
   | Target Area ||  Self
|-
|-
   | Duration ||  24 hours
   | Duration ||  24 hours
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
|-
|-
  | 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 for 24 hours which provides Rank [[Equipment#Enhancement|Armor Enhancement]] bonus that is immune to Armor Piercing, and provides 1 Physical Damage Reduction. 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.
   | 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.