Ward: Difference between revisions

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(Created page with "{| class="tdgrey1" |- | Required Rank || Earth Sphere 3, Water Sphere 3, Fire Spirit 3, Air Spirit 3, Water Spirit 3, Earth Spirit 3 |- | Range || 5 yards x Rank |- |...")
 
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   | Required Rank ||  Earth Sphere 3, Water Sphere 3, Fire Spirit 3, Air Spirit 3, Water Spirit 3, Earth Spirit 3
   | Required ||  [[Earth Sphere]] 3; [[Water Sphere]] 3, [[Bear Discipline]] 3
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   | Range ||  5 yards x Rank
   | Range ||  Rank x 5 yards
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   | Area ||  1 Target
   | Area ||  1 Target (Bear Discipline - Self Only)
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   | Duration ||  1 Hour
   | Duration ||  1 Hour
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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   | Effect ||  Creates a magical barrier that absorbs Rank points of incoming lethal or non-lethal damage. These points are absorbed before damage reduction or health.
| Action ||  Standard
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  | Cost || 3 Mana
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   | Effect ||  Casting this spell conjures an invisible, skintight magical barrier around a single target that absorbs Rank points of lethal damage after an incoming attack is successful. This barrier acts like temporary Health that is absorbed before damage is applied, however, hitting a Ward will still trigger "on hit" effects, such as [[Fire Armor]]. When a Ward has expended all of its protective points, it disappears in a bright flash. For Mortal damage, only the points which are not prevented by the Ward are doubled. Multiple Wards cannot be placed on the same target, and a higher Ranked Ward spell will immediately overwrite a lower one. The caster may only maintain Wards on a number of targets equal to her Rank.  
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[[Category:Spells]]
[[Category:Ward Spells]]
[[Category:Adept]]
[[Category:Bear Discipline]]
[[Category:Magecraft]]
[[Category:Water Sphere]]
[[Category:Earth Sphere]]

Latest revision as of 15:59, 18 March 2024

Required Earth Sphere 3; Water Sphere 3, Bear Discipline 3
Range Rank x 5 yards
Area 1 Target (Bear Discipline - Self Only)
Duration 1 Hour
Casting Verbal, Somatic
Action Standard
Cost 3 Mana
Effect Casting this spell conjures an invisible, skintight magical barrier around a single target that absorbs Rank points of lethal damage after an incoming attack is successful. This barrier acts like temporary Health that is absorbed before damage is applied, however, hitting a Ward will still trigger "on hit" effects, such as Fire Armor. When a Ward has expended all of its protective points, it disappears in a bright flash. For Mortal damage, only the points which are not prevented by the Ward are doubled. Multiple Wards cannot be placed on the same target, and a higher Ranked Ward spell will immediately overwrite a lower one. The caster may only maintain Wards on a number of targets equal to her Rank.