Ice Armor: Difference between revisions

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(Created page with "{| class="tdgrey1" |- | Required Spheres || Water 2 |- | Range || Self |- | Area || Caster Only |- | Duration || 1 Hour |- | Casting || Verbal, Somatic |- | E...")
 
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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   | Effect ||  Conjures a frozen casing of armor around the caster which provides Rank Physical Defense that is immune to mundane forms of 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. The armor begins with 1 charge, gaining an additional charge at Rank 3, and 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 mundane forms of 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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Revision as of 11:52, 14 March 2017

Required Spheres Water 2
Range Self
Area Caster Only
Duration 1 Hour
Casting Verbal, Somatic
Effect Conjures a frozen casing of armor around the caster which provides Rank Physical Defense that is immune to mundane forms of 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.