Ward: Difference between revisions

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   | Rank ||  Earth Sphere 3, Water Sphere 3, Water Spirit 3, Earth Spirit 3
   | Rank ||  [[Earth Sphere]] 3; [[Water Sphere]] 3; [[Water Spirit]] 3; [[Earth Spirit]] 3
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   | Range ||  5 yards x Rank
   | Range ||  5 yards x Rank
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   | Casting ||  Verbal, Somatic
   | Casting ||  Verbal, Somatic
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  | Mana Cost || 2
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   | Effect ||  Creates an invisible skin-tight magical barrier that absorbs Rank points of incoming lethal or non-lethal damage. Ward is factored after an attack is successful. These points are absorbed before health and do not count for purposes of "On damage" effects such as bleeds or poisons. Hitting a Ward will still trigger "On hit" effects such as Fire Armor however. When a ward has expended all of its protective points it disappears in a bright flash.
   | Effect ||  Creates an invisible skin-tight magical barrier that absorbs Rank points of incoming lethal or non-lethal damage. Ward is factored after an attack is successful. These points are absorbed before health and do not count for purposes of "On damage" effects such as bleeds or poisons. Hitting a Ward will still trigger "On hit" effects such as Fire Armor however. When a ward has expended all of its protective points it disappears in a bright flash.

Revision as of 16:36, 5 August 2019

Rank Earth Sphere 3; Water Sphere 3; Water Spirit 3; Earth Spirit 3
Range 5 yards x Rank
Area 1 Target
Duration 1 Hour
Casting Verbal, Somatic
Mana Cost 2
Effect Creates an invisible skin-tight magical barrier that absorbs Rank points of incoming lethal or non-lethal damage. Ward is factored after an attack is successful. These points are absorbed before health and do not count for purposes of "On damage" effects such as bleeds or poisons. Hitting a Ward will still trigger "On hit" effects such as Fire Armor however. 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. Example: Quiv casts a Fireball spell at a Lich with a 4 point Ward and rolls 5 successes. The Ward soaks the first 4 successes, and the Lich (as undead suffer mortal damage from fire) takes double damage from the remaining point for a total of 2.